I'm not sure if this is the right answer but the method [device setFocusPointOfInterest:point]; takes a CGPoint takes a point ranging from (0,0) to (1,1) where (0,0) is the top left and (1,1) is the bottom right. If you're passing a CGPoint to this method straight from the UIView, it won't focus on the proper point. I suggest you add this:
- (CGPoint)convertToPointOfInterestFromViewCoordinates:(CGPoint)viewCoordinates {
CGPoint pointOfInterest = CGPointMake(.5f, .5f);
CGSize frameSize = [[self videoPreviewView] frame].size;
AVCaptureVideoPreviewLayer *videoPreviewLayer = [self previewLayer];
if ([[videoPreviewLayer videoGravity] isEqualToString:AVLayerVideoGravityResize] ) {
    pointOfInterest = CGPointMake(viewCoordinates.y / frameSize.height, 1.f - (viewCoordinates.x / frameSize.width));
} else {
    CGRect cleanAperture;
    for (AVCaptureInputPort *port in self.visualInput.ports) {
        if ([port mediaType] == AVMediaTypeVideo) {
            cleanAperture = CMVideoFormatDescriptionGetCleanAperture([port formatDescription], YES);
            CGSize apertureSize = cleanAperture.size;
            CGPoint point = viewCoordinates;
            CGFloat apertureRatio = apertureSize.height / apertureSize.width;
            CGFloat viewRatio = frameSize.width / frameSize.height;
            CGFloat xc = .5f;
            CGFloat yc = .5f;
            if ([[videoPreviewLayer videoGravity] isEqualToString:AVLayerVideoGravityResizeAspect] ) {
                if (viewRatio > apertureRatio) {
                    CGFloat y2 = frameSize.height;
                    CGFloat x2 = frameSize.height * apertureRatio;
                    CGFloat x1 = frameSize.width;
                    CGFloat blackBar = (x1 - x2) / 2;
                    if (point.x >= blackBar && point.x <= blackBar + x2) {
                        xc = point.y / y2;
                        yc = 1.f - ((point.x - blackBar) / x2);
                    }
                } else {
                    CGFloat y2 = frameSize.width / apertureRatio;
                    CGFloat y1 = frameSize.height;
                    CGFloat x2 = frameSize.width;
                    CGFloat blackBar = (y1 - y2) / 2;
                    if (point.y >= blackBar && point.y <= blackBar + y2) {
                        xc = ((point.y - blackBar) / y2);
                        yc = 1.f - (point.x / x2);
                    }
                }
            } else if ([[videoPreviewLayer videoGravity] isEqualToString:AVLayerVideoGravityResizeAspectFill]) {
                if (viewRatio > apertureRatio) {
                    CGFloat y2 = apertureSize.width * (frameSize.width / apertureSize.height);
                    xc = (point.y + ((y2 - frameSize.height) / 2.f)) / y2;
                    yc = (frameSize.width - point.x) / frameSize.width;
                } else {
                    CGFloat x2 = apertureSize.height * (frameSize.height / apertureSize.width);
                    yc = 1.f - ((point.x + ((x2 - frameSize.width) / 2)) / x2);
                    xc = point.y / frameSize.height;
                }
            }
            pointOfInterest = CGPointMake(xc, yc);
            break;
        }
    }
}
return pointOfInterest;
}
to get the correct CGPoint just call [self convertToPointOfInterestFromViewCoordinates:point]; and it will return a CGPoint ranging from (0,0) to (1,1) which you can use for [device setFocusPointOfInterest:point];