Pause Behaviour Tree

I have made my AI walk around and perform random actions until the player interacts with it and starts a dialogue system.

Ideally I want to pause the behaviour tree and AI movement, then resume it exactly where it stopped after the dialogue. I can’t seem to find anything about this anywhere, does anyone know the best way to achieve this?

Cheers :slight_smile:

class AIMODULE_API UBehaviorTreeComponent : public UBrainComponent

virtual void PauseLogic(const FString& Reason) override;
virtual EAILogicResuming::Type ResumeLogic(const FString& Reason) override;

look at this, maybe can help, maybe not =)

Bro I am also searching this topic if anyone know about it plz reply as fast as possible