Yes, of course, Sorry I didn’t explain myself properly.
Let’s say the Player is in the Following Position (0, 0, 0) and then I Click in the screen at position (10, 10, 0), but the system then has to transform this into world location and it ends up into something like (100, 100, 0) and the player starts to move into that location but for the player that location relates to a value of (75, 75, 0) so it reaches that point and it’s location is a little bit different that the one of (75, 75, 0) it could be something like (30, 30, 0) so what I wasn’t is to make both of the values be a little bit more of the same so it really finds the place.
This are some screenshots off what I mean:
Here is the Original Position of the player:
Here is the Position of the player and the Move To Direction, as you can see they differ a lot:
So when I Activate this part of the code that verifies the positions and stops the player movement
{
FVector Pos = GetActorLocation();
FVector Target = TargetLocation;
Target.Z = 0;
Pos.Z = 0;
// If I'm near the target location, then I Don't need to move to perform some actions
if ((Target - Pos).Size() < 50.0f)
{
PlayerInput.MoveTo(FVector::ZeroVector);
}
}
The Player ends up in a position that is a little bit farther away than it should be, in this last picture I touched the rock that is in the lower left and as you can see it ended quite far than the rock position, and if I lower the value of 50, It wont detect the position correctly