Creature SprintedEvent

Hi!

I’m working on a custom creature spawner with a custom skeleton mesh that spawns instead of the creature. Easy enough, just hide the creature mesh and spawn the custom one with a walking animation. Attack animations plays when creature is close to players. Idle animation still has issues which I explain below.

My question is, why is the SprintedEvent() on the creature fort_character not working? Once the creature spawns, I keep the reference of the agent. This gives me the fort_character. I immediately subscribe to the SprintedEvent() but it doesn’t do anything.

MobSpawned(Creature : agent):void=
        Print("Creature spawned!", ?Duration:=3.0)

        if (cFortChar := Creature.GetFortCharacter[]):
            cFortChar.SprintedEvent().Subscribe(MobMovementUpdate) #Check if the mob is idling or moving
            Pos := cFortChar.GetTransform().Translation
            cFortChar.Hide()
            Instance := SpawnProp(MutantMeshWalking, cFortChar.GetTransform())
            if (M := Instance(0)?):
                UpdateMutantInMap(Creature, M)
                spawn { FollowCreature(cFortChar) }

    MobMovementUpdate(MoveResult : tuple(fort_character, logic)):void= # NOT WORKING FOR CREATURES
        Print("Movement update!", ?Duration:=3.0)
        bMobIsWalking := MoveResult(1)

        if (bMobIsWalking = true):
            Print("Creature started walking", ?Duration:=3.0)
        else:
            Print("Creature is idling", ?Duration:=3.0)