Why State Tree "On State Completed"" transition does not work?

For a few weeks, I’ve been experimenting and couldn’t figure out why the “On State Completed” transition doesn’t work. Here’s my setup:

  1. Chase Task – triggered by an event (this part works just fine).
  2. Chase Task uses a custom task(3rd screenshot) for movement. Just to be sure it finishes 100%, I added a custom timeout, and I can see in the log that it’s being called. Therefore, I assume “On State Completed” should be triggered — but it’s not.
  3. Attack Test 2 is the state I want to trigger. It has no conditions blocking the transition.

I heard that the “Default” Scheduled Tick Policy may cause such behavior, but that doesn’t seem to be the case. I tried setting it to “Allowed”, and for Chase Task, I set a custom tick rate of 0.1 — but that didn’t resolve the issue.

What’s the issue? Is this a bug, or am I misunderstanding something?

I’m using Unreal Engine 5.6.