Multi-tree in behavior tree?

I am now developing a complex AI using behavior tree. The logic of the AI includes much random behavior and many states. I am a newer to unreal 4. And I want to know is there any way to divide a large tree into some small trees as implement all logic in only one behavior tree is too complex and unacceptable.

I am looking for something like “stop this behavior tree and jump into another behavior tree” so I can implement different functions in different behavior trees.

Is there any way to do this? Or it’s unwise to build a complex logic in behavior tree and I should use blueprint instead of behavior tree?

Thanks.

There is Run Behavior and Run Behavior Dynamic tasks which let you use other behavior trees like sub-trees. You set the condition to use them just like any other task in your main BT.