NPC Alignment on animation

So I’ve been trying to tackle this issue for close to a week now, and I’m barely any closer to getting it ironed out now than I was when I started. I’m trying to get an NPC to walk up to a chair and sit on it, but I cannot for the life of me get the location + rotation to cooperate. I have the chair cast its world location and rotation to the NPC, who AIMoveTo’s it absolutely perfectly, every time, and locks onto the scene component that I have as an interaction point, but regardless of how I try to manipulate the location and rotation, they’re consistently clipping through it or rotated some arbitrary number of degrees.

I’ve tried setting their location and rotation to it before the animation, after the animation, setting the location + rotation to relative vs world, not passing the location and rotation at all and just manually keying it into the animation (which got closer, but makes the whole thing non-reusable if I want to move anything), but I can not, for the life of me, get this to work reliably.

TL:DR, tf do I do to line an NPC up after AI Move To - On Success

Well, figured it out. When I was remaking the animation, I had it set to exactly where the chair was. So the rotation ended up being non-zero, which was being added to the same rotation of the chair when I passed it over during the actual firing of the animation. I went in and zeroed out the rotation values in the actual animation asset and that fixed it almost instantly, I just had to tweak the location of the interaction point by aligning the mesh, then adding / subtracting the X/Y by the same amounts.