void UCrowdFollowingComponent::OnPathFinished(EPathFollowingResult::Type Result)
{
	UCrowdManager* CrowdManager = UCrowdManager::GetCurrent(GetWorld());
	if (bEnableCrowdSimulation && CrowdManager)
	{
		CrowdManager->ClearAgentMoveTarget(this);
	}

	Super::OnPathFinished(Result);
}
void UCrowdFollowingComponent::AbortMove(const FString& Reason, FAIRequestID RequestID, bool bResetVelocity, bool bSilent, uint8 MessageFlags)
{
	if (bEnableCrowdSimulation && (Status != EPathFollowingStatus::Idle) && RequestID.IsEquivalent(GetCurrentRequestId()))
	{
		UCrowdManager* CrowdManager = UCrowdManager::GetCurrent(GetWorld());
		if (CrowdManager)
		{
			CrowdManager->ClearAgentMoveTarget(this);
		}
	}

	Super::AbortMove(Reason, RequestID, bResetVelocity, bSilent, MessageFlags);
}