Alright I’ve got a bit more into this. After this change, the first pawn to move on the AI’s turn will break and go to index 0 in the event that the unit is blocked. If the unit is not blocked, it will move correctly and attack it. Following pawns will simply remain still and do nothing if the path becomes blocked after the first pawn.
I still don’t know whether the cause is this change or not, I’ll check back when I know more.
E:
Disconnecting the find units in sight from move array function fixes the issue of units not moving towards the target when theyre not close enough to attack it. So looks like there’s something in there causing that issue.
I have no idea what’s going on here lol.