AI Patrol doesn't move

Hi, I am trying to make Patroling AI that will be moving to the target points. I was taking steps from a tutorial on Udemy, but it doesn’t move. I tried NavSysPathsUpdate.py to update my code, now it runs without errors but still doesn’t move.

#include "AIEnemy.h"
#include "Perception/PawnSensingComponent.h"
#include "DrawDebugHelpers.h"
#include "PavorGameMode.h"
#include "TimerManager.h"
#include "NavigationSystem.h"



// Sets default values
AAIEnemy::AAIEnemy()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	PawnSensingComp = CreateDefaultSubobject<UPawnSensingComponent>(TEXT("PawnSensingComp"));
	PawnSensingComp->OnSeePawn.AddDynamic(this, &AAIEnemy::OnPawnSeen);
	PawnSensingComp->OnHearNoise.AddDynamic(this, &AAIEnemy::OnNoiseHeard);
}

// Called when the game starts or when spawned
void AAIEnemy::BeginPlay()
{
	Super::BeginPlay();
	
	OriginalRotation = GetActorRotation();

	if (bPatrol)
	{
		MoveToNextPatrolPoint();
	}
}

void AAIEnemy::OnPawnSeen(APawn * SeenPawn)
{
	if (SeenPawn == nullptr)
	{
		return;
	}
	DrawDebugSphere(GetWorld(), SeenPawn->GetActorLocation(), 32.0f, 12, FColor::Red, false, 10.0f);

	APavorGameMode* GM = Cast<APavorGameMode>(GetWorld()->GetAuthGameMode());
	if (GM)
	{
		GM->CompleteMission(SeenPawn, false);
	}

	AController* Controller = GetController();
	if (Controller)
	{
		Controller->StopMovement();
	}

}

void AAIEnemy::OnNoiseHeard(APawn * NoiseInstigator, const FVector & Location, float Volume)
{
	DrawDebugSphere(GetWorld(), Location, 32.0f, 12, FColor::Green, false, 10.0f);

	FVector Direction = Location - GetActorLocation();
	Direction.Normalize();

	FRotator NewLookAt = FRotationMatrix::MakeFromX(Direction).Rotator();
	NewLookAt.Pitch = 0.0f;
	NewLookAt.Roll = 0.0f;

	SetActorRotation(NewLookAt);

	GetWorldTimerManager().ClearTimer(TimerHandle_ResetOrientation);
	GetWorldTimerManager().SetTimer(TimerHandle_ResetOrientation, this, &AAIEnemy::ResetOrientation, 3.0f);

	AController* Controller = GetController();
	if (Controller)
	{
		Controller->StopMovement();
	}

}

void AAIEnemy::ResetOrientation()
{
	SetActorRotation(OriginalRotation);

	if (bPatrol)
	{
		MoveToNextPatrolPoint();
	}
}

// Called every frame
void AAIEnemy::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

	//Patrol Goal Checks
	if (CurrentPatrolPoint)
	{
		FVector Delta = GetActorLocation() - CurrentPatrolPoint->GetActorLocation();
		float DistanceToGoal = Delta.Size();

		// Check if we are within 50 units of our goal, if so - pick a new patrol point
		if (DistanceToGoal < 50)
		{
			MoveToNextPatrolPoint();
		}
	}

}

void AAIEnemy::MoveToNextPatrolPoint()
{
	// Assign next patrol point
	if (CurrentPatrolPoint == nullptr || CurrentPatrolPoint == SecondPatrolPoint)
	{
		CurrentPatrolPoint = FirstPatrolPoint;
	}
	else
	{
		CurrentPatrolPoint = SecondPatrolPoint;
	}
	UNavigationSystemV1::SimpleMoveToActor(GetController(), CurrentPatrolPoint);
}