Velocity of a path follower?

I’m trying to find the velocity of a path follower so I can properly lead a shot at it from a static tower. When I log the body.velocity of the closest path follower I get initialize {x:0, y:0}. Do path followers have velocity? I’m not sure where I’m going wrong here. Also does anyone have any suggestions on methods or approaches to properly leading a shot at a moving target in phaser? Thanks in advance!

class Game {
  preload() {
    this.load.image('base_tiles', './assets/16x16_Jerom_CC-BY-SA-3.0.png')
    this.load.tilemapTiledJSON('tilemap', './assets/practiceMap.tmj')
    this.load.image('littleFella', 'assets/littleFella.png')
    this.load.image('tower', 'assets/tower.png')
    this.load.image('cannonBall', 'assets/cannonball.png')
  }

  create() {
    //map
    const map = this.make.tilemap({ key: 'tilemap' })
    const tileset = map.addTilesetImage('practiceMap', 'base_tiles')
    map.createLayer('floor', tileset)
    map.createLayer('walls', tileset)

    //sprites
    this.tower = this.physics.add.sprite( 200, 100, 'tower')
    this.tower.setScale(3)

    //create physics groups
    this.cannonBall = this.physics.add.group()
    this.enemies = this.physics.add.group({runChildUpdate: true })

    //shoot count
    this.nextTic = 0

    //creates the path followers
    this.time.addEvent({
      delay: 3000,
      callback: () => {
          this.createLittleFella()
      },
      repeat: 0,
    })
  }

  update() {
    if(this.time.now > this.nextTic) {
      this.fireCannon();
      this.nextTic = this.time.now + 500;
    }
  }


  createLittleFella = function(count) {
    let path = new Phaser.Curves.Path(-40, 32)

    path.lineTo(-40, 32)
    path.lineTo(45, 32)
    path.lineTo(45, 465) //518
    path.lineTo(160, 465) //633
    path.lineTo(160, 385) //713
    path.lineTo(110, 385) //753
    path.lineTo(110, 270) //868
    path.lineTo(240, 270) //998
    path.lineTo(240, 370) //1098
    path.lineTo(305, 370) //1163
    path.lineTo(305, 45) //1488
    path.lineTo(450, 45) //1633
    path.lineTo(450, 465) //2053
    path.lineTo(530, 465) //2133 <-- if total in ten seconds velocity would be 213.3 pixels per second?

    let mover = this.add.follower(path, -40, 32, 'littleFella');
    this.enemies.add(mover)

    mover.startFollow({
        positionOnPath: true,
        duration: 10000,
        yoyo: false,
        repeat: 0,
        rotateToPath: false,
        verticalAdjust: true
    });

    // coordinates [-40, 32, 45, 32, 45, 465, 160, 465, 160, 385, 110, 385, 110, 270, 240, 270, 240, 370, 305, 370, 305, 45, 450, 45, 450, 465, 530, 465 ]
    this.time.addEvent({
      delay: 10500,
      callback: () => {
        mover.destroy()
      },
      loop: false,
    })
  }

  fireCannon = function(x, y, angle) {
    let inRangeEnemy = this.closestEnemy(2000)
    if (inRangeEnemy) {
      let cannonBall = this.physics.add.sprite( 200, 100, 'cannonBall')
      let angle = Phaser.Math.Angle.Between(200, 100, inRangeEnemy.x, inRangeEnemy.y);
      angle = Phaser.Math.RadToDeg(angle)
      const velocityFromAngle = this.physics.velocityFromAngle(angle, 2000, cannonBall.body.velocity)
    }
  }

  closestEnemy = function(distance) {
    var enemyUnits = this.enemies.getChildren();
    if (enemyUnits) {
      for(var i = 0; i < enemyUnits.length; i++) {
        if (enemyUnits[i].active && Phaser.Math.Distance.Between(100, 100, enemyUnits[i].x, enemyUnits[i].y) <= distance) {
            return enemyUnits[i];
        }
      }
    }
  }
};

Path followers don’t have velocity.

function update(time, delta) {
  // `delta` === `this.game.loop.delta`
  
  // `pathDelta` is distance per 1 update.
  // Convert it to a 1-second velocity
  const velocity = follower.pathDelta.clone().scale(1000 / delta);
}

Thank you again! You’re incredibly helpful