Interrupt-able events that can be resumed?

So I have been looking for a way to create events that can be both interrupted, but also resumed once the thing that interrupted them was complete. For example, there might be a fairly lengthy sequence of events that an NPC goes through, but once something is triggered (Something catching fire for example) a separate sequence is triggered so the NPC can handle the new situation. The difficulty arises in allowing the NPC to go back to what they were doing, in the proper location in the sequence that was interrupted, not from the beginning.

So far I have been attempting to get this working both in Blueprints, as well as Behavior trees, but in both cases I seem to be unable. I am fairly new to Unreal as a whole, so I wanted to ask to see if there were any ideas or methods that I was missing, or if anyone might have some advice or links that might help.

I would suggest that you don’t try to do this. Instead, try to break your sequence of tasks so that it doesn’t matter if it become a complex behavior.(behavior tree more or less can do this already if you set up your tree properly.)
Say, a patrol with way points, when a NPC detect threats and then lost it, how do you get back to the “next” way point, instead of going back to the starting point of a series of way points?
You can maybe keep a reference of next point to go and the point you detect threats, so you can later go back to it and continue. or just build your sequence of way points where there is only goal point, and you update goal points when NPC arrives it.
(so easier to build patrol path when map editing. )

This is just an example of one behavior, by break complex sequential task down to really simple tasks, you can “fall back” to your task stack when the top priority one is done.