You can have as many actor components as you want. But if one is pulling the actor to the left and the other one to the right… the actor will stay in the middle.
Perhaps something is conflicting. Judging by this…
…and the component hierarchy in you pic, this should not work. Your root is a Scene Component while this expects a static mesh in its place, as mentioned below that image:
The above assumes the root is a static mesh, which it is in this scenario.
For this bit to work you’d need to make the Blueberry the root. But that will conflict with the bouncy / stretchy bit as it relies on relative values which we’d lose.
But how would that work? You want an actor that is stretching and bouncing around while simulating physics? Is this supposed to be soft body simulation?
You could probably achieve a somewhat plausible effect with Collision Sphere as the simulating root while the parented static mesh is doing its relative thing. But at this point I’m not sure what’s the end effect you’re after. You may need to clarify.