It seems there is a very special bug with the SendEvent action if there are more than one BehaviourTreeOwners on the gameobject and one of them is not active/running. If you remove the BehaviourTreeOwner at the top, or make it be active by adding some nodes to it and set (OnEnable – Start Behaviour) in the inspector, then the 2nd behaviour tree will work correctly.
I will take a look and fix this bug ASAP.
Thank you for spotting it.
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