UCrowdFollowingComponent* CrowdComp = FindComponentByClass<UCrowdFollowingComponent>();
CrowdComp->SetCrowdAvoidanceRangeMultiplier(2.0f); // default = 1.0
const FVector::FReal* p = DetourAvoidanceDebug->getSampleVelocity(Idx);
const float sr = UE_REAL_TO_FLOAT_CLAMPED_MAX(DetourAvoidanceDebug->getSampleSize(Idx) * InvQueryMultiplier);
const float pen = UE_REAL_TO_FLOAT(DetourAvoidanceDebug->getSamplePenalty(Idx));
const float pen2 = UE_REAL_TO_FLOAT(DetourAvoidanceDebug->getSamplePreferredSidePenalty(Idx));
FVector SamplePos = Center + Recast2UnrealPoint(p);