Unexplained in the lecture is why having all your selector nodes fail prevent the behavior from looping. I imagine this is just an aesthetic effect, but he does not go into any detail about it, only that the condition evaluated to false. Concurrently, after I set this up, I did not get these red tags on my behavior tree, it kept on showing lopping despite the conditions expecting to of failed.
^ screen of behavior flickering when AI pawn reaches desired location
(seen as solid yellow because only one frame)