Index: source/simulation2/components/CCmpUnitMotion.cpp =================================================================== --- source/simulation2/components/CCmpUnitMotion.cpp +++ source/simulation2/components/CCmpUnitMotion.cpp @@ -821,6 +821,9 @@ if (m_State == STATE_IDLE) return; + if (m_PathState == PATHSTATE_FOLLOWING && PossiblyAtDestination()) + MoveSucceeded(); + CmpPtr cmpPosition(GetEntityHandle()); if (!cmpPosition || !cmpPosition->IsInWorld()) return; @@ -861,9 +864,6 @@ if (m_PathState == PATHSTATE_FOLLOWING) { - if (PossiblyAtDestination()) - MoveSucceeded(); - // We may need to recompute our path sometimes (e.g. if our target moves). // Since we request paths asynchronously anyways, this does not need to be done before moving. if (IsFormationMember())