void UCrowdFollowingComponent::ResumeMove(FAIRequestID RequestID)
{
	if (bEnableCrowdSimulation && (Status == EPathFollowingStatus::Paused) && RequestID.IsEquivalent(GetCurrentRequestId()))
	{
		UCrowdManager* CrowdManager = UCrowdManager::GetCurrent(GetWorld());
		if (CrowdManager)
		{
			const bool bReplanPath = bEnableSimulationReplanOnResume && HasMovedDuringPause();
			CrowdManager->ResumeAgent(this, bReplanPath);
		}

		// reset cached direction, will be set again after velocity update
		// but before it happens do not change actor's focus point (rotation)
		CrowdAgentMoveDirection = FVector::ZeroVector;
	}

	Super::ResumeMove(RequestID);
}