Vinterp on moving target

Right, IsMoving is useless now, Instead of that, i have now isValid for “CursorTarget”.(Always setting after first click).

I add a VInterp node cause if i dont, after distance test i experiencing clipping when the player follow the target. Something like “lag effect”. With VInterp, when the player is close to object, object attract him and follow the object in smooth way.

I make some test with speed management, but i dont figure out how it really work. In example, if i speed up the pawn (max speed to 3000 or something like that), he never catch the object, only describe elipse arround him, and the same thing happens on static object if player go from moving object.