Tricky Behaviour Tree question

So my game is progressing and my zombies are all doing as I told them to following the AI and Behaviour Tree I set up using the excellent Unreal tutorial; Behavior Tree Quick Start Guide.
I have an animation Blueprint and States set up to ensure the correct animations are playing:

  • Idle
  • Running
  • Attacking when close enough
  • Dying when the zombie has been shot a
    few times – using a bool to signify
    “dead” taken from the zombie
    blueprint

Trouble is when a zombie is dead the correct animation plays - controiled by the animation BP - but… the zombie mesh keeps moving towards the character - controlled by the Behaviour Tree

So I think that I need to add a condition to the behaviour tree to tell the zombie to stop moving if it’s dead. But I am not confident or knowledgeable enough to know how to go about doing this without damaging the AI stuff that I copied.

Thanks in advance my friends!

Maybe you can just stop the behavior tree completely when your zombie die.
Perhaps try :

Not worked. I’ll keep trying for now. Thanks

Then you did something wrong, because that’s the way to stop it. Make sure your references are setup correctly and debug it slowly.