Hey @SmartFridge369!
Judging by your video it’s not moving at all. We are to assume that it normally does move, and sometimes doesn’t, and that’s the issue, correct?
If so, I’d say first step is print strings to help localize the issue instead of examining the whole. Maybe one after PullTowardsTarget, one after the Add Actor Local Offset there, one after begin Overlap and one after End Overlap and see which ones don’t consistently trigger?
Hope this helps!
Id think an AI controller would be a better way to accomplish this, using perception to set the player as a target, then in the follow function using the player characters character movement component to call get last update component, and AI move to or simple move to location to follow that location, you could also call find random location in navigable radius, from the player location, and move the ghost to that location with an acceptance radius of maybe 50/100 or however close your wanting it to follow. You’d also want to set set the actors rotation to face the player using the find look at rotation. If this is the only actor that will be exciting this behavior I suppose you could just put that on its tick if your wanting it to just follow the player as soon as it’s spawned into the level. Adding local offset id think would cause future logic errors or just fail all together