Hey guys, thanks for the reply! I’ve put this task off for a bit but now I’m back at it.
I’ve attempted to make some changes in SetMoveSegment() and FollowPathSegment(), and I’ve got my path following component initialized in my custom ai controller (I think):
ASKIMEGController::ASKIMEGController(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer.SetDefaultSubobjectClass<USKIMEGPathFollowingComponent>(TEXT("MEGPathFollowingComponent")))
I ran the game in the editor and everything worked as if I never changed anything. Then I ran it in debugging editor mode, and placed breakpoints in those two overridden functions. After running my AI in the game for a few minutes the breakpoints were never triggered, meaning my path following component isn’t being run in the first place. Am I initializing it incorrectly?