AI Move to component of pawn

I have an AI that is supposed to navigate via a navmesh to move adjacent to the player’s pawn, stop and reset the tree. The AI logic works fine, however I am getting inconsistent results with the Move To node on the tree. The PC is a standard pawn class with the addition of a cylindrical static mesh (with no physics and does not affect the navmesh) that I resize based on gameplay and use with a channel trace to control the player’s movement.

126851-pc.png

My problem is that Move To appears to move the AI pawn to the edge of the furthest-out portion of the actor it is targeting, not the capsule or the skeletal mesh. This is obviously a problem because the attack logic fires at the edge of the PC pawn’s movement range and not at the pawn’s actual location. Is there any way to have Move To select for a pawn component (in this case the skeletal mesh) instead of the whole thing?

If not, is there is a better way to create a dynamic radius highlight that would be similarly traceable but not have the same issues?

Thanks.

Noticed this was still live, I fixed it by having a separate movement radius object. Higher overhead but the AI stopped getting confused.

Was the movement radius object a child actor component? i am having the exact same issue

It was. My solution was to have the radius object separate and re-center it on the character object every tick.