Thank you for your reply.
It’s moving as expected with both “MoveTo” nodes. The target locations for each are different.
To give a little bit more context, the GameplayBehavior belongs to a SmartObject and is being triggered by “UseSmartObject” node within a state tree task, then the GameplayBehavior calls the “MoveTo” node to the location specified in it.
So I know the Character is moving as intended. And it’s storing the async task value correctly, the thing is as soon as it reaches state tree task to end it, it is invalid for some reason, that I don’t understand.