Hey , its quite likely been fixed in newer versions of the engine. I had a blackboard value that I was using to control a condition on one of the subtrees, when I ran a higher priority subtree I wanted to capture that so I could null out the blackboard entry for the currently running tree just before it switched context to the new subtree. So I think it was the EnemyTarget blackboard actor value I wanted to set to NULL if I ever aborted the subtree that dealt with Enemy attacking (so for instance if I had ran a higher priority tree when the AI got too far away from its guard target). The problem was that the Execution finish nodes weren’t being activated (I had a cleanup decorator on the subtree so that no matter where I was in the tasks of that subtree if the subtree was subsumed for any reason I could clear the Enemy Actor value out).
I’ll test something similar sometime next week and see if its been fixed as it felt like it should have received the execute finish for EACH node in the subtree.
Phil.