I’m building an AI behavior tree where the enemy will move randomly, aim at the player, and shoot all at the same time, so I’ve used the Move To task so the enemy can start moving, and when I choose random rotation just to test things, the enemy keeps glitching, so I assume that the enemy rotation keeps updating every frame once the Move To task has started, so I was wondering how to properly solve this problem. Do I need to create a custom movement system?