How to lock behaviour tree to specific node or branch

Hi,

I was wondering if there is an easy way to force an AI to execute a behaviour tree branch or task until it is done even if a higher priority branch / task is available.
This is useful in the following examples:

  1. The NPC entered Play Animation Task that execute an attack. Once the NPC committed to this animation I would like it to not be able to decide to do anything else until animation task is done (it would be even better if the animation could send event when it can be aborted)
  2. The NPC as part of path following is jumping / climbing / dropping etc. While doing those operations as part of the Move To Task it should not try to decide to do anything else - there is nothing it can do while jumping or climbing until it got to its destination. It might not be over navmesh while jumping etc.

How would you achieve this with UE4 built in behaviour tree?

Thank you,

Sharon