That's what I thought but the combatant seems to be finishing their move while the cell event is firing, even though the check status node is detecting that they are stunned, which should end the event instead of continuing the loop.
Currently my setup is:
Check Grid Path Length (Is greater, value: 0)
Store Grid Path (value: cell, change type set, cell selection all)
Select Combatant (value: other, local, set, use all combatants, current combatant scope, combatant origin combatants, found objects, value, cell.)
Enable Component (disable Collider)
Enable Component (disable CharacterController)
Enable Component (disable NavMeshAgent)
Then the loop:
Store Grid Path (value: cell, set, cell selection next, remove cell)
Change Position (actor: user, wait between, to object: found objects: cell, move, wait, ignore height distance, controller move, apply gravity, face direction, stop distance 0, no combatant radius, move by speed, speed type sprint, speed 7, follow position.)
Check Grid Path Length (is greater, value: 0) if successful continue loop, else exit loop (below).
Grid Cell Event (move to, wait, found objects: cell, actor: user.)
Check Status (actor: user, needs one, requirement type: status, status needed: status effect, status effect: Stunned, is applied.) If failed go back to store grid path at start of loop (above), else continue.
Is Grid Cell Empty (object: found objects, value: cell) if failed go back to store grid path at start of loop (above), else go to first Enable Component (for the collider) in loop exit (below).
Loop exit:
Grid Cell Event (move to, wait, found objects: cell, actor: user.)
Enable Component (Collider, Enable)
Enable Component (CharacterController, Enable)
Enable Component (NavMeshAgent, Enable)
Grid Direction Rotation (nearest, actor: user, wait between.)
According to my debug log the Check Status node is successfully detecting that the user has become stunned, the Is Grid Cell Empty node is detecting that they are in an empty cell, and so at that point the event should transition to re-enabling the components of combatants along their path and then end the event (and presumably their movement.) But what appears to be happening instead is that that the grid cell event fires, and once it's done the movement event ends and the user combatant appears in the final cell they were originally planning to move to. It's quick enough, and there are particle effects, so I can't quite tell if they actually continue moving to that point or just teleport there, but my impression is that they continue moving.