PawnAction PerformAction() stop BT sequence even if succed


I’m trying to play an animation montage through a PawnAction PerformAction() in a leaf of my BehaviourTree (BTT_ExecuteDynamicBehaviour).
The problem is that even though my BTT return success, the next task in the sequence is never called.
Can anyone tell me why and how to fix this pls ?
I figured, diferrent behaviour occured by changing the Priority parameter in PerformAction but none of them work as expected and I didn’t find any documentation on this.