I'm trying to detect if the Move AI for a combatant is disabled via script.
I'm doing this because I have a custom Move AI script that is not disabled when a combatant's Move AI is disabled for a Game Event (and it has stuff in FixedUpdate() that interfere). Therefore, I want to disable this script's functions by putting them behind a check for a MoveAI block
And I can use Debug.Log(this.moveAI) which returns (MyCharacter'sName (Clone) (OrkFramework.Behavior.MoveAIComponent) which suggests it's able to find the MoveAIComponent.
However, this.moveAI.blocked is always false, even though I'm executing a Game Event with Block Actor MoveAI (I also saw the Block MoveAI setting but I don't necessarily want to block ALL move AI). All of the relevant actors are in the Event Actor list.
In addition, this.moveAI.blocked is true if I do use the Block MoveAI setting instead of the Block Actor MoveAI.
What am I doing wrong and how can I fix it? :)
Incidentally, disabling the custom script associated with a MoveAI should probably be the default behavior, very un-intuitive that this is not the case and took a while to figure out what was going on with some issues :) This has bitten me twice, once for when a MoveAI controlled character becomes Player Controlled, and now with interference when MoveAI is disabled but the associated script is not.