Since it kinda crapped me during the Game Jam:
Can you make the dude walk around while he’s ok, but stop his movement immediately when be gets hungry, and then run for lunch asap?
Analogy would be a Guard walking around/patrolling, stopping his patrol and running towards the player when he’s alerted.
In my (fairly simple) Behavior tree, I couldn’t get the Sequence Branch “Find Random Walk Location” - “Move To” to abort immediately and switch to “Find Player Location” - “Move To” as soon as the “Is Player nearby” Service signals; the bots kept finishing their random “Move To” before going after the player (obviously ending up in a stale location if the player moved on since).