How to interrupt AI patrol when pawn is sensed?

I have a basic AI which patrols between waypoints and, upon seeing the player, should stop patrolling to go approach/attack him.

Currently, the AI finishes his route through the entire patrol before he tries to approach the player. However, he is properly sensing the player so it’s not an issue with that.

Can anyone help me figure out how to interrupt his patrol function upon seeing the player?

Behavior tree: http://puu.sh/nhyxf/c84c9b2884.png
AI controller: http://puu.sh/nhyMd/9f225bf7da.png http://puu.sh/nhyNQ/a6dfdfee6e.png http://puu.sh/nhyHU/67912eb15e.png

You probably have states in blackboard. So change the state when pawn is sensed.

About interrupts in BT you can read here:

https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/HowUE4BehaviorTreesDiffer/index.html

Just copy your BT decorator and reverse it to “target is not set” for the 2nd sequence. Don’t forget to set the observer aborts self. That should do the trick.

Cheers

Terry