How to stop the pawn exactly where I want? (Tick problem in behavior tree services)

I’m not sure… I think it affected the entire behavior tree…
Actually each tick depends on frame rate.
For 30FPS one tick is 0.033 seconds
For 60FPS one tick is 0.016 seconds
For 120FPS one tick is 0.008 seconds
I think the behavior tree services are not designed to work this way.

I’ve actually done some things to the actors’ OnTick function and it doesn’t affect performance as negatively as this.

Your help is greatly appreciated…if you didn’t tell me I would never have tried it. :heart: