# Hey, clarification casting fails from character to movement component

**URL:** <https://forums.unrealengine.com/t/hey-clarification-casting-fails-from-character-to-movement-component/478037>\
**Category:** C++\
**Tags:** casting, unreal-engine, failed, cast, question\
**Created:** [January 31, 2021, 4:28am UTC](https://forums.unrealengine.com/t/hey-clarification-casting-fails-from-character-to-movement-component/478037 "2021-01-31T04:28:28Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Barbo6.9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Barbo6.9](https://forums.unrealengine.com/u/Barbo6.9)\
**Post date:** [January 31, 2021, 4:28am UTC](https://forums.unrealengine.com/t/hey-clarification-casting-fails-from-character-to-movement-component/478037/1 "2021-01-31T04:28:28Z")

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I have a blueprint actor in world which I want to manipulate the overlapping character through the movement component, but I’m having trouble understanding why it’s not possible to cast to the character movement component object reference from my BP\_Character object reference. I just need a simple explanation, thanks in advance 🙂

 ![328486-screenshot-35.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/d/c/2dc7e02d43217fba0626708a21386734f7aba772.jpeg)

 ![328487-screenshot-33.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/1/c/61c6d18b7df607b611379355ad1f123f190ec18d.png)

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**Author:** ![Barbo6.9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Barbo6.9](https://forums.unrealengine.com/u/Barbo6.9)\
**Post date:** [January 31, 2021, 4:46am UTC](https://forums.unrealengine.com/t/hey-clarification-casting-fails-from-character-to-movement-component/478037/2 "2021-01-31T04:46:23Z")

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Hey, apologies for the confusion I figured it out. For anyone wanting the solution, you don’t need to cast to character movement component but just the BP\_Character and access the component directly. Casting twice isn’t nessecary, oopsies 🙂
