Why not add a movement component in your Actor header ? It should work in cpp
in .h
UProjectileMovementComponent* MoveComp;
in cpp,
AYourActor::AYourActor(const class FObjectInitializer& PCIP)
{
ProjectileMovement = PCIP.CreateDefaultSubobject<UProjectileMovementComponent>(this, TEXT("ProjectileMovement0"));
}
see this post