Thanks for the elaboration on the code. I don’t foresee any problems by moving the “latch” variable set AFTER the status != Status.Running check as you propose. I will need to re-check everything to make sure though. Out of curioucity, how can it be (or why) are you calling EndAction before the action is running by the way? Are you doing something custom with the graphs?
Thanks for your response. In my game I have a custom action task that plays a playableDirector, and the task ends when the director finishes. playableDirector has an OnDirectorStop callback, from which EndAction() of the task is triggered. However in Unity, OnDirectorStop is always triggered before the director starts playing, causing EndAction happens before start.