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); }