Movement Type: Running makes an NPC walk instead

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

AI

Summary

I have set:
NPCNav.NavigateTo(NavTarget, ?MovementType := movement_types.Running, ?ReachRadius := 50.0)

The NPC initially was running, but for some reason after testing a bit, the NPC started walking instead, and there is nothing to revert that behavior. Restarting UEFN or replacing the NPC device didn’t fix the issue, seems like a bug (?)

Steps to Reproduce

Create an NPC and have them run to their target. Add a movement modifier to make them run faster

Expected Result

The NPC runs fast to their target

Observed Result

The NPC walks to their target

Platform(s)

PC