# MoveToLocationOrActor finishes delayed or to early

**URL:** <https://forums.unrealengine.com/t/movetolocationoractor-finishes-delayed-or-to-early/1476366>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, Blueprint, question, CPP\
**Created:** [December 5, 2023, 12:44am UTC](https://forums.unrealengine.com/t/movetolocationoractor-finishes-delayed-or-to-early/1476366 "2023-12-05T00:44:53Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![RobbiTheFox](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/robbithefox/32/835495_2.png) [@RobbiTheFox](https://forums.unrealengine.com/u/RobbiTheFox)\
**Post date:** [December 5, 2023, 12:44am UTC](https://forums.unrealengine.com/t/movetolocationoractor-finishes-delayed-or-to-early/1476366/1 "2023-12-05T00:44:53Z")

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I have a grid system with c++ a\* implementation instead of navmesh pathfinding, which works fine in another project in 4.27. On mouse click, I convert the location under mouse to my grid space, set a vector blackboard key as move target and the selected pawn starts moving to its desired location.

I imported the whole navigation system to a new project in 5.3 but now I am facing some weird behavior:

- The MoveToLocationOrActor node fires OnMoveFinished multiple seconds delayed. I observed, that the velocity of the actor is still flickering around at 0.0001 even tho the pawn has already reached its destination location. When the velocity finally reaches 0.0 OnMoveFinished fires.
- Sometimes the movement stops randomly and OnMoveFinished fires instantly, even tho the pawn has not reached its destination location yet.

AcceptanceRadius: 0.1  
StopOnOverlap: No  
AllowPartialPaths: No  
Everything else I tried every combination.

As you might tell, I am not new to UE.  
I am getting crazy at this. Anybody an idea on what could happen there?

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**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [December 5, 2023, 2:50am UTC](https://forums.unrealengine.com/t/movetolocationoractor-finishes-delayed-or-to-early/1476366/2 "2023-12-05T02:50:55Z")

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its always annoying when something does work then doesnt ☹

is the acceptance radius too low? it sounds like its still trying and failing to reach a point, try increasing that just for debug

i didnt think moveto worked without a navmesh? how have you set this up

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**Author:** ![RobbiTheFox](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/robbithefox/32/835495_2.png) [@RobbiTheFox](https://forums.unrealengine.com/u/RobbiTheFox)\
**Post date:** [December 5, 2023, 11:27am UTC](https://forums.unrealengine.com/t/movetolocationoractor-finishes-delayed-or-to-early/1476366/3 "2023-12-05T11:27:28Z")

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I already tried higher acceptance radius, but no change at all.

This is my navigation system:  
[GridNavigationData.h](https://forums.unrealengine.com/uploads/short-url/j0V5dhTvXVXNpXmxyGlDjzSWRTn.h) (2.0 KB)  
[GridPathfindingData.h](https://forums.unrealengine.com/uploads/short-url/uVyF3PxU8T65l25uZNxfu6mgNY4.h) (1.8 KB)  
[GridNavigationData.cpp](https://forums.unrealengine.com/uploads/short-url/9skBkmRKnagpNL9fMdpFSSXR9V1.cpp) (4.5 KB)  
[GridPathfindingData.cpp](https://forums.unrealengine.com/uploads/short-url/kLAhamrgUBNKWK7Fw3jrRLxgoZF.cpp) (881 Bytes)

I am 100% shure, the nodes are setup properly. The bug must be somewhere else.

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<div class="post-metadata">

**Author:** ![RobbiTheFox](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/robbithefox/32/835495_2.png) [@RobbiTheFox](https://forums.unrealengine.com/u/RobbiTheFox)\
**Post date:** [December 16, 2023, 2:47pm UTC](https://forums.unrealengine.com/t/movetolocationoractor-finishes-delayed-or-to-early/1476366/4 "2023-12-16T14:47:44Z")

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I found this post and this is basically what I did in my working 4.27 project:

> [@What is the "correct" way for AI to follow a path?](https://forums.unrealengine.com/t/what-is-the-correct-way-for-ai-to-follow-a-path/154765/4):
>
> After doing a bunch of digging, I was able to find more information of using the nav system. It’s actually quite easy to implement your own pathfinding while still integrating with the nav system. The following two links say essentially the same thing and will walk you through how to implement a custom pathfinder. It’s essentially just one function, although one thing that these articles don’t mention is that you’ll also need to override the ProjectPoint function. Very straightforward. [https://…](https://ue4community.wiki/legacy/replacing-the-pathfinder-h6eyeor0#code-example-based-on-arecastnavmeshdata)

In 5.3 I did everything the exact same way, even checked the project settings, actor and movement component setting.

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**Author:** ![d27ca7e51d1b40c8b2c2810ca07e0a97](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@d27ca7e51d1b40c8b2c2810ca07e0a97](https://forums.unrealengine.com/u/d27ca7e51d1b40c8b2c2810ca07e0a97)\
**Post date:** [November 22, 2025, 2:24pm UTC](https://forums.unrealengine.com/t/movetolocationoractor-finishes-delayed-or-to-early/1476366/6 "2025-11-22T14:24:57Z")

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Did you solve that problem?

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<div class="post-metadata">

**Author:** ![RobbiTheFox](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/robbithefox/32/835495_2.png) [@RobbiTheFox](https://forums.unrealengine.com/u/RobbiTheFox)\
**Post date:** [November 26, 2025, 2:58pm UTC](https://forums.unrealengine.com/t/movetolocationoractor-finishes-delayed-or-to-early/1476366/7 "2025-11-26T14:58:19Z")

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Yeah, I eventually managed to get it working.  
It had to do with some weird collision going on, if I recall correctly.
