Location += TargetLocation.GetSafeNormal();
This works without converting to world space
Location += TargetLocation.GetSafeNormal();
This works without converting to world space
Almost what I implemented. Tried what you had and it didn’t work.
I used
FVector Direction = TargetLocation.GetSafeNormal();
Full function if statment is:
if (HasAuthority())
{
FVector Location = GetActorLocation();
//FVector GlobalTargetLocation = GetTransform().TransformPosition(TargetLocation);
FVector Direction = TargetLocation.GetSafeNormal();
Location += MoveSpeed * DeltaTime * Direction;
SetActorLocation(Location);
}
This allowed me to keep in local space. Might tweek it a bit more.