Updating a state-tree task parameter on runtime

i saw some information about this topic, but haven’t got around to find a viable solution to my problem.

When my character walks and ‘generates’ noise, an event is called and the AI is transitioned into the investigate task and goes to the target location, however, once inside the task i have not found a way to ‘restart’ the task or update the value since the character can continue walking and even get behind the AI without an issue, trying to force the transition inside the task just creates a new task in the queue and overflows, is there a workaround to this?

I believe there are multiple ways to do this, the easiest to try out is probably to add a Controller->StopMovement node right before your MoveToLocationOrActor node, which should invalidate the previous movement request.

If that doesn’t work, try storing the Async Task result (from your screenshot) into a variable and (if it’s valid) calling EndTask on it before MoveToLocationOrActor.