I want to make a game where the player character moves on a tileset, so I followed a tutorial that showed me how to make my mouse clicks “snap” to a grid. In short, I use an actor blueprint macro library, which gets a location, rounds it to the nearest multiple of , and outputs the rounded location. My problem is that, even if I get the location I want, the actor character doesn’t go all the way there, but rather stops a step or two short. I figured that the “Follow” function in the Event Graph of BP_TopDownController is what controls it, but I’m not sure what specifically to do there.
Since I’m a new user, I can’t upload attachments, but I can link the screenshots of the graphs and the video of the demonstration.
I found a way to solve it very simply and in a manner that suits me. I manually changed the radius of the Capsule Component of BP_TopDownCharacter to a smaller number (42 is default, I changed it to 10). This will probably mess up collisions in the long run, but I’ll cross that bridge when I get to it. Regardless, thank you for your suggestion.