public override async Task <bool> StartTask()
        {
            var actorFound     = FindActor();
            var positionResult = await base.StartTask();

            // Prioritize provided Abs/Rel position before trying to move to found actor,
            // ensures specific actor is used when there are multiple of same type.

            if (positionResult)
            {
                if (!actorFound)
                {
                    return(true);
                }

                _movementTask = new MoveToActorCoroutine(QuestId, AdvDia.CurrentWorldId, ActorId, (int)MaxRange, Explore, CheckActorAnimation, StopDistance, MarkerHash);
            }

            _endAnimLower   = EndAnimation?.ToLowerInvariant() ?? string.Empty;
            _startAnimLower = StartAnimation?.ToLowerInvariant() ?? string.Empty;

            return(false);
        }