Make an actor to follow mouse cursor



if (BuildingMode)
{
    FVector WorldLocation, WorldDirection;
    DeprojectMousePositionToWorld(WorldLocation, WorldDirection);
    // harcoded this to stick to landscape level
    WorldLocation.Z = 200;
    Ghost->SetActorLocation(WorldLocation);

    UE_LOG(LogTemp, Warning, TEXT("Cursor Location %f %f %f"), WorldLocation.X, WorldLocation.Y, WorldLocation.Z);
}


What’s wrong with this? I’m running it on Tick() trying to make the ghost to follow the mouse cursor.
The result is it doesn’t show at all, and when I quit BuildingMode it appears not at cursor but at center of the screen.

SOLVED: It works different than I thought, needed to do a trace from the resulting vector. Thanks CaptainApplesauce at discord for pointing that.