I usually follow the game design pattern of having an AI Controller and a Pawn, each implemented as separate GameObjects.
In this setup, all AI logic and behavior logic are inside the Controller rather than the Pawn.
However, with the current FollowerEntity, moving the Pawn transform requires the component to be attached directly to the Pawn GameObject.
It would be much more flexible if there were an option to specify the Sync Transform target, rather than having it hardcoded to the GameObject the component is attached to.
