# 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:** 1\
**Showing post:** 4

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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 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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