Looping object movement in blueprint offseting when not at 0,0,0

When i use the following blueprint, it works great when the object is at 0,0,0. But if i drop the blueprint anywhere else, it shoots off into space over and over again looping. I’m stumped. Any help would be great. Thanks!

and to be more clear, I just want a object that I can place around a scene that floats up and down. I saw a example in the example content, but it uses targets and i really don’t want to have to place targets all over the place. I’m sure I’m just missing a very simple part of this…thanks for any help!

Use a vertor3 variable to hold your world location, set it to be the first node after the begin play node. Then instead of adding position with GetWorldLocation node, use that variable instead.

Anyway you could post a image of what that would look like? I think i understand it but would be awesome to see example. Thanks!

Here ya go:

I suggest that you also set a new over time, 0.2 will make your rock go hyper speed. Best practice is to make a new float to hold the over time, set it default value to some value you want, then feed it value to the Move component node, so instead of having to edit at least 2+ values, you only have to edit 1 value.

Awesome! One problem though. When I place the blueprint, it moves about 100 units off into space from it’s placement, but then floats in space like it should. Anyway to stop that offset? I’ve tried using a get Actor function but that doesn’t work either…

also for some reason, i’m trying to change the speed for each rock, I exposed my time variable, but when i change it in the scene it doesn’t affect the individual rock…i guess i’m in over my head

fixed it! For some reason if i just delete the getWorld, it works. Thanks for the help!

Ah right, forgot that move component only set relative location. So either remove Get world location or replace it with not get relative location will do mate.