Currently investigating an issue where characters sometimes stop acting when the path is blocked. It's clear now that it happens in the 'GetClose' reaction, probably due to an unreachable target (the %TempTarget). Now actually this should cause OnMovementFailed and activate the 'MoveItems' reaction. But after some tests it seems there are objects that can block the path but don't cause an interruption!
Test:
1) I placed a double bed in my testlevel, generated Ai grid, and commanded several characters to a position right in the middle of the bed. They didn' move, as expected, and their reaction got interrupted (due to failed movement).
2) I placed a bridge tile (template: 1m_StoneWall_A_Bridge_Big_Floor_A_Item), generated Ai grid, and commanded them to the middle of this object. They DID move as far as they could and stopped when they were close to the object (the min and max range in 'CharacterMoveTo' was set to 0.1, so they were definitely too far away from the targeted position). But there was no interruption!
3) I placed several walls next to each other to get a big wall, generated Ai grid, and commanded them to the middle of this wall construction. They did the same as in 2). Moved as far as they could, stopped, but didn't throw an interruption event!
So after the already mentioned issue with unmovable items causing a character to not react any more (already solved in the script), this is a second source of problems. So I'll try to work with FindValidPosition to prevent characters from choosing targets they can't reach but don't cause an interruption (with the result of a character permanently trying to move to the target without interruption).
Maybe path blocking characters are treated the same as objects in 2) and 3).
I tested this in the editor, so maybe, just maybe, things are different in the game. I hope they aren't. It already took me hours of pointless changes to the script.