I enabled "Log Task Changes":
11.31619: Alead - People: Push task Until Failure (BehaviorDesigner.Runtime.Tasks.UntilFailure, index 124) at stack index 0
UnityEngine.MonoBehaviourPrint (object)
BehaviorDesigner.Runtime.BehaviorManagerPushTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1406)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1302)
BehaviorDesigner.Runtime.BehaviorManager:RunParentTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int&,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1375)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1311)
BehaviorDesigner.Runtime.BehaviorManager:RunParentTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int&,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1375)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1311)
BehaviorDesigner.Runtime.BehaviorManager:Tick (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1127)
BehaviorDesigner.Runtime.BehaviorManager:Tick (BehaviorDesigner.Runtime.Behavior) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1073)
Core.Automation.SharedVariables.Creature`2<Core.Object.Prefab.CitizenPrefab, Common.Database.Data.CitizenRecord>:TickBehaviorTree () (at Assets/Scripts/Core/Automation/SharedVariables/Creature.cs:90)
11.31619: Alead - People: Push task Creature Attack (Core.Automation.Action.CreatureAttack, index 125) at stack index 0
UnityEngine.MonoBehaviourPrint (object)
BehaviorDesigner.Runtime.BehaviorManagerPushTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1406)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1302)
BehaviorDesigner.Runtime.BehaviorManager:RunParentTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int&,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1375)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1311)
BehaviorDesigner.Runtime.BehaviorManager:RunParentTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int&,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1375)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1311)
BehaviorDesigner.Runtime.BehaviorManager:RunParentTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int&,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1375)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1311)
BehaviorDesigner.Runtime.BehaviorManager:Tick (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1127)
BehaviorDesigner.Runtime.BehaviorManager:Tick (BehaviorDesigner.Runtime.Behavior) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1073)
It is the first time my custom action is executed.
11.31619: Alead - People: Push task Until Failure (BehaviorDesigner.Runtime.Tasks.UntilFailure, index 124) at stack index 0
UnityEngine.MonoBehaviourPrint (object)
BehaviorDesigner.Runtime.BehaviorManagerPushTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1406)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1302)
BehaviorDesigner.Runtime.BehaviorManager:RunParentTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int&,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1375)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1311)
BehaviorDesigner.Runtime.BehaviorManager:RunParentTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int&,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1375)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1311)
BehaviorDesigner.Runtime.BehaviorManager:Tick (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1127)
BehaviorDesigner.Runtime.BehaviorManager:Tick (BehaviorDesigner.Runtime.Behavior) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1073)
Core.Automation.SharedVariables.Creature`2<Core.Object.Prefab.CitizenPrefab, Common.Database.Data.CitizenRecord>:TickBehaviorTree () (at Assets/Scripts/Core/Automation/SharedVariables/Creature.cs:90)
11.31619: Alead - People: Push task Creature Attack (Core.Automation.Action.CreatureAttack, index 125) at stack index 0
UnityEngine.MonoBehaviourPrint (object)
BehaviorDesigner.Runtime.BehaviorManagerPushTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1406)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1302)
BehaviorDesigner.Runtime.BehaviorManager:RunParentTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int&,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1375)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1311)
BehaviorDesigner.Runtime.BehaviorManager:RunParentTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int&,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1375)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1311)
BehaviorDesigner.Runtime.BehaviorManager:RunParentTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int&,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1375)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1311)
BehaviorDesigner.Runtime.BehaviorManager:Tick (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1127)
BehaviorDesigner.Runtime.BehaviorManager:Tick (BehaviorDesigner.Runtime.Behavior) (at Assets/Plugins/Behavior Designer/Runtime/BehaviorManager.cs:1073)
It is the first time my custom action is executed.