AI suddenly stoping at segments along the path

Hello! I overrided the UPathFollowingComponent for root motion capabilities but I encountered a problem where when the AI pawn arrived in a segment along the path he suddenly stops for a few second then move again. It’s very weird since I did not write any wait command.

Thank you for helping me!

Here is my code:

void URootMotionPathFollowing::FollowPathSegment(float deltaTime)
{
	if(!Path.IsValid() || PawnReference == nullptr)
		return;


	const FVector currentLocation = MovementComp->GetActorFeetLocation();
	const FVector currentTarget = GetCurrentTargetLocation();
	const FRotator currentRotation = PawnReference->GetActorRotation();

	const FVector currentForward = UKismetMathLibrary::GetForwardVector(currentRotation).GetSafeNormal();
	const FVector currentRight = UKismetMathLibrary::GetRightVector(currentRotation).GetSafeNormal();

	const FRotator delta = UKismetMathLibrary::FindLookAtRotation(currentLocation, currentTarget);

	FRotator newRot = FMath::RInterpTo(currentRotation, delta, deltaTime,TurnSpeed);
	newRot.Pitch = 0;
	newRot.Roll = 0;

	PawnReference->SetActorRotation(newRot);

	const FVector diff = UKismetMathLibrary::Normal((currentTarget - currentLocation), 0.0001);

	float dotForward = FVector::DotProduct(currentForward, diff);
	float dotRight = FVector::DotProduct(currentRight, diff);

	dotForward = FMath::Abs(dotForward) > VerticalCeil ? dotForward < 0? -1 : 1 : dotForward;
	dotRight = FMath::Abs(dotRight) > HorizontalCeil ? dotForward < 0 ? -1 : 1 : dotRight;

	PawnReference->MoveForward(dotForward);
	PawnReference->MoveRight(dotRight);

	Super::FollowPathSegment(deltaTime);
}