# GASP Mover Move to location navigation pathfinding

**URL:** <https://forums.unrealengine.com/t/gasp-mover-move-to-location-navigation-pathfinding/2738931>\
**Category:** AI\
**Tags:** ai-navigation, unreal-engine, question\
**Created:** [July 28, 2026, 4:20pm UTC](https://forums.unrealengine.com/t/gasp-mover-move-to-location-navigation-pathfinding/2738931 "2026-07-28T16:20:56Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![ZhangZou](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ZhangZou](https://forums.unrealengine.com/u/ZhangZou)\
**Post date:** [July 28, 2026, 4:20pm UTC](https://forums.unrealengine.com/t/gasp-mover-move-to-location-navigation-pathfinding/2738931/1 "2026-07-28T16:20:56Z")

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How to get GASP Mover player character to move to specific location (i.e. the front of a chest or door)? Simple move to location doesn’t seem to work, and AI Move To works only on AI.

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**Author:** ![ShadowBr0kerz](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shadowbr0kerz/32/1201558_2.png) [@ShadowBr0kerz](https://forums.unrealengine.com/u/ShadowBr0kerz)\
**Post date:** [September 11, 2026, 7:31pm UTC](https://forums.unrealengine.com/t/gasp-mover-move-to-location-navigation-pathfinding/2738931/2 "2026-09-11T19:31:27Z")

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the reason simple move-to does not work: GASP’s player character is a Mover actor driven by the Mover component, not a Pawn with CharacterMovement, so AIController/PathFollowingComponent machinery (SimpleMoveTo, AI MoveTo) has nothing to drive. the pathfollowing system attaches to UCharacterMovementComponent; Mover sidesteps it entirely.

your options in 5.6+ GASP-style setups:

1. do the pathfind yourself, steer the Mover with the result. call Find Path (AStarGridPathfind or the NavSys node: Project Settings still build a navmesh) to get a point list from the player to the chest, then feed the Mover movement intents along it: set the movement modes/input the same way player input does (the GASP input handling ultimately sets an intent/direction that Mover consumes — drive that from your path instead of input). each tick, direction = next waypoint - actor location; clear when close.
2. if motion warping is what you actually want (approach + interact with a specific point), skip pathfinding: GASP 5.6/5.7 ships with motion warping — add a MotionWarping component, expose a warp point at the chest (set motion warp target from the chest socket/actor), and play the interact/loot montage with the warp so the character glides to the exact spot. for interaction-with-thing gameplay this is the pattern GASP was designed around and it looks far better than walking a path to a point.
3. hybrid, which most action games ship: pathfind with option 1 until within N units of the target, then trigger the option 2 interaction montage for the final approach. avoids the ugly stop-on-a-dime at the chest.  
practical notes: make sure a NavMeshBoundsVolume exists and the recast navmesh generates (Mover actors do not create it for you); for grid pathfinding in a small level, the AStarGridPathfind node with a configured grid is often simpler than full navmesh. and use the Mover’s own movement modes (walking, flying etc.) rather than fighting it with AddActorWorldOffset, or you break the simulation/authoritative split the component is built on.
