# Project Akemi - Prototype | Incomplete AI MoveTo node/invalid target pin

**URL:** <https://forums.unrealengine.com/t/project-akemi-prototype-incomplete-ai-moveto-node-invalid-target-pin/2179139>\
**Category:** Blueprint\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [December 7, 2024, 8:03am UTC](https://forums.unrealengine.com/t/project-akemi-prototype-incomplete-ai-moveto-node-invalid-target-pin/2179139 "2024-12-07T08:03:21Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [December 8, 2024, 8:10am UTC](https://forums.unrealengine.com/t/project-akemi-prototype-incomplete-ai-moveto-node-invalid-target-pin/2179139/7 "2024-12-08T08:10:58Z")

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> [@Sr\_Beelz](#):
>
> So far I’ve added the `LENGTH` node, now I just need it to collect the distance between `Self` and all `BP_Authority` and `GET` the lowest value.

If you want it to work via proximity:

- sphere overlap actors instead of Get All Actors of Class - you immediately get results that are already within certain distance
- for all your sorting needs:

> [@Sorting algorithms in Blueprints](https://forums.unrealengine.com/t/sorting-algorithms-in-blueprints/1135992):
>
> It is common knowledge that blueprints do not include sorting functions. In my previous experiences, I have been able to create simple sorting functions easily. However, during my current project, I faced the challenge of sorting large data arrays and found that the sorting process was either very slow or unsuccessful. Since I wanted to avoid using C++ code or third-party development, I independently researched this issue. After conducting some research, I have decided to share my findings in t…

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