AI Character no longer moving

So It was all fine and dandy, my AI was moving where I told it to on the nav mesh when I pressed play. But now, every time I press play my character just stands there and does nothing. I seemingly didn’t change anything or do anything that would cause this sudden change of behavior. My character’s AI Controller Class is set properly and I know for sure that Move to Actor gets called as I put a break point on it (Not in this screen grab, but I did). This is the blueprint

And Here is my class PWAICharacter which is derived from AICharacter:

.h

#pragma once

#include "Perception/AISense.h"
#include "Perception/AISenseConfig_Sight.h"
#include "Perception/AIPerceptionComponent.h"
#include "AIController.h"
#include "PWAIController.generated.h"

/**
 * 
 */
UCLASS()
class PW_GAME_API APWAIController : public AAIController
{
	GENERATED_BODY()

	APWAIController(const FObjectInitializer& ObjectInitializer);

	UAISenseConfig_Sight* sightConfig;

public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
	float agroRange = 50;

	UFUNCTION(Category = "Perception")
	void SenseUpdated(TArray<AActor*> testActors);
};

.cpp

APWAIController::APWAIController(const FObjectInitializer& ObjectInitializer)
	:Super(ObjectInitializer.SetDefaultSubobjectClass<UPWPathFollowingComponent>(TEXT("PW PathFollowingComponent")))
{
	PerceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("Perception Component"));
	sightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("Sight Config"));

	PerceptionComponent->ConfigureSense(*sightConfig);
	PerceptionComponent->SetDominantSense(sightConfig->GetSenseImplementation());

	sightConfig->SightRadius = agroRange;
	sightConfig->LoseSightRadius = agroRange + 50;
	sightConfig->DetectionByAffiliation.bDetectEnemies = true;
	sightConfig->DetectionByAffiliation.bDetectNeutrals = true;
	sightConfig->DetectionByAffiliation.bDetectFriendlies = true;

	PerceptionComponent->OnPerceptionUpdated.AddDynamic(this, &APWAIController::SenseUpdated);
}

void APWAIController::SenseUpdated(TArray<AActor*> Actors)
{
	GEngine->AddOnScreenDebugMessage(-1, 10, FColor::Blue, "Perception Sense Updated");
}

Also if it makes a difference here is my PWPathFollowingComponent class:

UPWPathFollowingComponent::UPWPathFollowingComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{

}

void UPWPathFollowingComponent::SetMoveSegment(int32 SegmentStartIndex)
{
	Super::SetMoveSegment(SegmentStartIndex);

	const uint16 AreaFlags = FNavMeshNodeFlags(Path->GetPathPoints()[SegmentStartIndex].Flags).AreaFlags;
	const uint16 JumpFlag = uint16(1 << UNavArea_Jump::AI_Path_Choice::Jump);

	FString checkAreaFlags = FString::FromInt(AreaFlags);
	FString checkJumpFlag = FString::FromInt(JumpFlag);

	GEngine->AddOnScreenDebugMessage(-1, 1, FColor::Red, checkAreaFlags + " / " + checkJumpFlag);

	if ((AreaFlags & JumpFlag) != 0)
	{
		//Jumping code for path finding
		GEngine->AddOnScreenDebugMessage(-1, 1, FColor::Red, "AI Found Jumping PathNode");
	}
}