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/follow already existed but was camera-only: it set followTargetGuid_/ followRenderPos_ and told the camera controller to track the target's render position each frame, but the character itself never moved. Adds MovementHandler::updateFollowMovement(), called from the same per-frame block that already refreshes followRenderPos_ in GameHandler::update(), so no new per-frame wiring is needed. It's the same straight-line step the headless client's single-shot /movement/goto uses (updateMovementTask() in tools/headless_client/main.cpp), but the target position is read fresh from the live entity every call instead of a stored waypoint (so it re-chases a moving target, and never needs that command's long-distance Z-interpolation guard), and it stops at a fixed distance (1 yard, matching retail's tight follow) instead of snapping onto the target. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>