There are few things done differently on your blueprint than on that tutorial. Tutorial expects you to attach that code as a component but I think you try to build that on the actor itself? Anyway you cache the PrimitiveComponent there which is good but then you forgot to wire it in to two GetWorldLocation-nodes. Now those two nodes actually gets actors world position instead of position of your floating component. This isn’t issue if your floating component is the actor root, but if it’s not, it gets simulated using a separate transform and you need to read it’s world position values directly, hence needing to add your true target to GetWorldLocations.
You also use Add Force at Location on your graph which should work the same as the AddForce on that tutorial in this case (assuming you have center of mass in the middle of your primitive component). If you use AddForce instead, you don’t have to worry about world location itself, you just need to multiply the force with world space direction vector. I still think your issue is for not setting those targets for world location getters. You mainly want to use AddForceAtLocation for forces that aren’t in the middle of the object/it’s center of mass.
Also one more thing to look out for is that you actually have enough force for it to move quickly. Amount of force is different if your object weighs more. You need to find the proper force amount either manually or by adding primitive components mass into your equation.
edit-> also double check that your primitive component has gravity enabled.