Temporarily stopping behavior tree

I am currently creating a stun ability that will stun all enemies within a certain radius of the player when they press ‘T.’ I have a stun function that sets a “isStunned” key in the blackboard to true, and an unstun function that sets it to false. The print string nodes are printing the enemies and their index numbers when the player presses ‘T’ while they are overlapping the stunSphere(ex: “Enemy 0 stunned,” “Enemy 1 stunned”). The enemies cease their movement only when they are making direct contact with the player. I have no idea where the problem lies. I have checked the behavior tree, the stun function, and the script that stuns and unstuns.

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