Wall placement system using original point instead of new points?

Hello all who are reading this right now. I have a wall placement system making use of points and a wall fill part.

Here is a basic rewrite of the system:

local Plot = workspace.Plot

local Point1 = Instance.new("Part", workspace)
Point1.Size = Vector3.new(.5, 10, .5)
Point1.Anchored = true

-- THIS SEEMS TO BE WHERE THE ISSUE TAKES PLACE??
local PlacePoint1 = RunService.RenderStepped:Connect(function()
	System(Point1, Plot, Params) -- Raycast params are defined but I left it out
end)

UserInputService.InputBegan:Connect(function(Input, GP)
	if Input.UserInputType == Enum.UserInputType.MouseButton1 and not GP then
		PlacePoint1:Disconnect() -- Stop the placement of the first point

		local Point2 = Instance.new("Part", workspace)
		Point2.Size = Vector3.new(.5, 10, .5)
		Point2.Anchored = true

		local WallPart = Instance.new("Part", workspace)
		WallPart.Anchored = true

		local PlacePoint2 = RunService.RenderStepped:Connect(function()
			System(Point2, Plot, Params) -- Raycast params are defined but I left it out
					
			local PosA = Point1.Position
			local PosB = Point2.Position
			local Distance = (PosA - PosB).Magnitude
					
			WallPart.Size = Vector3.new(.5, 10, Distance)
			WallPart.CFrame = CFrame.new(PosA, PosB) * CFrame.new(0,0,-Distance*.5)
		end)

		UserInputService.InputEnded:Connect(function(Input, GP)
			if Input.UserInputType == Enum.UserInputType.MouseButton1 and not GP then
				PlacePoint2:Disconnect()
			end
		end)
	end
end)

The problem I have is that when I call this (It’s part of a function in a ModuleScript) it will use the original Point1 instead of the new point.

If you need any other information from me just ask for it. Thanks for your help!