void UCrowdFollowingComponent::OnLanded()
{
	UCrowdManager* CrowdManager = UCrowdManager::GetCurrent(GetWorld());
	if (bEnableCrowdSimulation && CrowdManager)
	{
		const ICrowdAgentInterface* IAgent = Cast<ICrowdAgentInterface>(this);
		CrowdManager->UpdateAgentState(IAgent);
	}
}