# Creating actor components that use actor movement (Solved)

**URL:** <https://forums.unrealengine.com/t/creating-actor-components-that-use-actor-movement-solved/2313317>\
**Category:** Programming & Scripting\
**Tags:** actor-component, transfer, unreal-engine\
**Created:** [February 1, 2025, 2:32pm UTC](https://forums.unrealengine.com/t/creating-actor-components-that-use-actor-movement-solved/2313317 "2025-02-01T14:32:17Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![Tankun\_T](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tankun\_T](https://forums.unrealengine.com/u/Tankun_T)\
**Post date:** [February 1, 2025, 2:32pm UTC](https://forums.unrealengine.com/t/creating-actor-components-that-use-actor-movement-solved/2313317/1 "2025-02-01T14:32:17Z")

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I’d like to have a simple blueprint script where I’d like to bob objects up and down and I want to assign it to different actors, similar like the built-in “Rotator Movement”. There is also the built-in “Interp to Movement” actor component which exactly does this but it does not have smoothing controls, the movement is just linear.

So if I create my own actor component, as far as I’ve seen, there is no access to motion/transfer controls.

My temporary solution was to create a separate actor blueprint script, create an actor array and move the objects inside this array.

So is it possible to control motion in actor components in a way that I couldn’t have figured out? Or is there some other method to this?

Thanks

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [February 1, 2025, 2:56pm UTC](https://forums.unrealengine.com/t/creating-actor-components-that-use-actor-movement-solved/2313317/2 "2025-02-01T14:56:55Z")

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> [@Tankun\_T](#):
>
> So if I create my own actor component, as far as I’ve seen, there is no access to motion/transfer controls.

Can you elaborate on what you mean by this?

* * *

> [@Tankun\_T](#):
>
> So is it possible to control motion in actor components in a way that I couldn’t have figured out? Or is there some other method to this?

> Sure, in an actor component you cannot access to actions like “Set Relative Location” or “Set Relative Rotation”.

@Tankun_T Yes you can. Is this what you’re trying to do:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/2/a/b2ab17e88a27fa485228f842492a17906eb004b4.png)

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<div class="post-metadata">

**Author:** ![Tankun\_T](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tankun\_T](https://forums.unrealengine.com/u/Tankun_T)\
**Post date:** [February 1, 2025, 3:21pm UTC](https://forums.unrealengine.com/t/creating-actor-components-that-use-actor-movement-solved/2313317/3 "2025-02-01T15:21:37Z")

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Sure, in an actor component I cannot access to actions like “Set Relative Location” or “Set Relative Rotation”.

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<div class="post-metadata">

**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [February 1, 2025, 3:27pm UTC](https://forums.unrealengine.com/t/creating-actor-components-that-use-actor-movement-solved/2313317/4 "2025-02-01T15:27:52Z")

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Components can access their owners. You can either cast, use a dispatcher, an interface or have the component move its owner directly, see above.

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<div class="post-metadata">

**Author:** ![Tankun\_T](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tankun\_T](https://forums.unrealengine.com/u/Tankun_T)\
**Post date:** [February 1, 2025, 3:34pm UTC](https://forums.unrealengine.com/t/creating-actor-components-that-use-actor-movement-solved/2313317/5 "2025-02-01T15:34:51Z")

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Yes but I cannot access to the action “Add Actor World Offset” in an Actor Component. So I cannot attach this script to any actor in my outliner, or am I missing something here?

 ![Screenshot_51](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/f/b/bfbb2757a11047f857774b4242e13e45e772ed53.png)

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [February 1, 2025, 4:11pm UTC](https://forums.unrealengine.com/t/creating-actor-components-that-use-actor-movement-solved/2313317/6 "2025-02-01T16:11:58Z")

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> [@Tankun\_T](#):
>
> am I missing something here

Blueprints are context sensitive. You need to drag a wire first from the blue `Return Value` data pin, and only then search - this will give you filtered, compatible results that are valid and make sense in this very context.

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<div class="post-metadata">

**Author:** ![Tankun\_T](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tankun\_T](https://forums.unrealengine.com/u/Tankun_T)\
**Post date:** [February 1, 2025, 6:00pm UTC](https://forums.unrealengine.com/t/creating-actor-components-that-use-actor-movement-solved/2313317/7 "2025-02-01T18:00:43Z")

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I see! Yes, this is exactly what I’ve been missing. Thank you so much. I come from Unity and I’m new to UE Blueprints and it seems I’ve never got that logic. Thank you so much for your help.

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<div class="post-metadata">

**Author:** ![Tankun\_T](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tankun\_T](https://forums.unrealengine.com/u/Tankun_T)\
**Post date:** [February 1, 2025, 6:04pm UTC](https://forums.unrealengine.com/t/creating-actor-components-that-use-actor-movement-solved/2313317/8 "2025-02-01T18:04:23Z")

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Btw, I just also realized that when the action search window appears, there was a ticked “Context Sensitive” button on the top right side which also can be ticked off. 😃

Now that I know how that works, I’ll leave it on.
