Custom movement component and AI

I can’t seem to get it to work. What I can see is that GetPathFollowingBrakingDistance merely returns the distance based on how you calculate it (CharacterMovement calculates based on MaxSpeed and rate of deceleration). The FollowPathSegment method simply gets the braking distance and then calculates when the Pawn needs to start braking and gradually interpolates MoveInput to 0. Movement works fine, but whatever I do it never starts braking and stops at the destination.

Is there a way to get the **current **distance of the Pawn to the destination on the path? So I can say “if (distanceOnPath < brakingDistance)” and reduce the velocity.

EDIT: Everything appears to be working, it’s just that the Pawn never seems to brake. The overridden GetPathFollowingBrakingDistance method is never called (I’ve put a log in there) and the MoveInput size remains 1 and never “slows down”. bUseAccelerationValues is set to true, and it does call RequestPathMove, but the FollowPathSegment method never seems to “slow down” the MoveInput variable when calling RequestPathMove so it keeps moving at full speed, regardless of any braking distance.