void UCrowdFollowingComponent::Initialize()
{
	Super::Initialize();

	UCrowdManager* CrowdManager = UCrowdManager::GetCurrent(GetWorld());
	if (CrowdManager)
	{
		ICrowdAgentInterface* IAgent = Cast<ICrowdAgentInterface>(this);
		CrowdManager->RegisterAgent(IAgent);
	}
	else
	{
		bEnableCrowdSimulation = false;
	}
}