Moving and object to VR pawn

Making a little skeletal mesh move to the VR pawn. It’s not an AI controller- They just don’t behave properly with the VR pawn. I need the actor to move towards the pawn, and continually face it when it is at least x amount of distant of greater than the pawn. I also want it to take off and land, so when it sees the pawn, it leaves 0 on the z, reaches a maximum height of x amount, then when it reaches the pawn, goes back down to 0. I addition, it has an animation blueprint/blendspace which i have a variable for its speed– which affects its animation– before it takes off, it idles, then plays take off animation etc, when it gets close to the player at x amount of distance, the animation then plays back to the idle (landing). Most of this is working, except for the landing. I can set the mesh to go back to 0 on the z, but the x/y is not referencing where it currently is in space-snapping it to the wrong place. Using timelines to control speed/height variables.

begin

Main graph for moving based on current distance

functions for animation and landing. yes, currently the y/x is set to 0, so it will snap back to that position, but I’m not sure what to put here. I tried getting the actors locations etc from before in the above script, but its still snapping to the wrong place. I’ m not sure how to save the current location when it stops since its on the event tick.