Alright this is an interesting one. Out of my Respawn Manager and insane other systems I have integrated in my RPG, my Quest Giver is just a normal one that follows a normal Patrol path (which I also tuned to my needs… )
My problem is, I just realized the Patrol path is only followed and works perfectly fine when my player is out of the path, but whenever he interrupts (i.e: he gets into the path. Not necessarily on a stopping point, just get into the path itself), the Patrol path vows not to work until I get out of it. I want my character to follow the patrol path out, independent of whether my player is in it or not (and if we can get him to stop walking when we talk, and then continue walking when we walk away or end the conversation, that would be amazing) How do we make him reach his destination regardless of whether my player is in his Patrol path or not? (i.e: I don’t want my player getting in the way stopping the entire process)