Unreal State Tree abort functionality

So I have an AI with state tree component which has two parent states named ‘Idle’ and ‘On Seeing Player’ which is evaluated by a boolean variable in the AI blueprint with False and True respectively. The main problem is that even if the player is seen and the entry condition to On Seeing Player is met the ai first completes the ‘AI Move To’ node first then transitioning. How to make it so that on seeing player the AI can abort its Idle state task and go to On Seeing Player state?
Here’s a screenshot to my state tree->


My RoamAround task (in Idle state)->

My ChasePlayer tasj (in On Seeing Player) state->