Yes, that is exactly what MoveTo does now (in 4.13).
When MoveToActor/MoveToLocation is called, if another move request is running, it gets aborted; in the abort process, character velocity is reset.
I believe it is not a correct behaviour, maybe it’s an undesired side effect of recent engine modifications.
OK Thank you for you answer it was very helpful but now I have new problems, so In past I would set timer on custom event TrackPlayer (that has AIMoveTo inside) that would tick every second, so if player wasnt on nav and than he steps onto nav mesh with at most 1s delay TrackPlayer would be called and controller would track the player. Now in this new version of unreal[4.13] I cant set timer on TrackPlayer as you point it out ( everytime it would reset velocity), but if I cant set timer, than if player isnt on nav mash when TrackPlayer is called ai controlled actors wont come for player. Example: Player is on nav mesh and he is runing away from enemyai. Player steps of nav mesh enemyai is not following. Player steps again on nav mesh enemyai wont follow because no one is calling TrackPlayer function.
But if AIMoveTo would behave same as in last version, than I could set timer on event ( let’s say every 1s), than with most 1s delay AIMoveTo would be called, and enemies would continue to chase player.
Can we somehow solve this kind of a problem in new version of unreal?