instead of “==” you can use “Cast to FireballBP” its a little more accurate. Also what i would do is after checking if it hit the fire ball, set a boolean variable to true. ill call it “startMoving” in this example. Add an Event tick node, then do a branch to see if “startMoving” is set to true. If it is, then you can use a VInterp node with 2 get actor locations in the two vector pins. The first GetActorLocation will have Self as the target, and the second one will have the object it is moving towards as the target(you can drag out the “OtherActor” pin from The overlap event in there.) then take the result of the “VInterpTo” node and plug that into a “SetActorLocation” node. Ive never played Half Life before so i dont know if thats what you want, but i think thats what youre going for with this