UE5.6 StateTreeTast C++, Tick function override not working

Good day everyone,

Just got into StateTrees and I absolutely love it. But I’ve ran into a hiccup where the overridden tick function doesn’t get called.

It derives from UStateTreeTastBlueprintBase and overrides Tick();

Here’s is the tick function code I have added in.

I’ve tried adding in bShouldCallTick = true, and used the FGuardValue_Bitfield(bShouldCallTick , true) Macro as well. But the tick function doesn’t run when state gets entered.

Just before anyone points it out, I have made sure to add the task to the StateTree state.

EnterState & ExitState trigger just fine. It’s only the tick function and I’ve set scheduled tick policy to Allowed.

What am I missing?