I think this should be a fairly simple thing to do but I can't get it working. I am using the deathmatch ai kit default behavior tree. I want to add a branch that will wait 5 seconds and start ability (in my case I added a custom jetpack ability). I added a parallel node on top of the main logic branch and I thought that would be the solution, however It caused throttling of the main branch because it had a 5 second timer in it and the main branch was forced to wait for that timer. Then I made it a Parallel Complete node to fix that, but now when the main execution branch finishes execution (for example when I shoot the agent and the damaged) it causes the jetpack branch timer to restart (which I know is expected). How do I prevent it from restarting and don't interfere the execution of the main branch logic? i.e. don't make the main branch wait until the jetpack branch finishes. I want them to be completely separate from each other.