I am trying to deal with Pathfollowing issues in my game for my AI. I’m doing a platformer so the NavBounds for the AI are basically narrow lanes, and when their path is blocked by a… well block or some other kind of platform-y element, the Pathfollowing system returns a Success for Segment and Path finding (!) and they just turn around and abort their MoveRequest. So I’m trying to do some custom logic, that even if you think segment or path was successfully finished, if you’re not at your goal, then you have failed. Some of the native functions that I find helpful, always come with a FAIRequestID, but my instructions for the AI are done with a FAIMoveRequest. So how can I retrieve the relevant move request when instead I have a RequestID?