Mesh following spline (same blueprint)

I’ve created a blueprint which consists of a mesh (enemy) and a spline which it is supposed to follow. I have managed to make this work by using the level blueprint, but I would prefer the functionality to be in the actor’s blueprint itself instead. The spline and mesh are also two separate components which makes it more cumbersome to use. The blueprint code looks like this (level):

If I add the same code to the enemy_bp’s tick event and switch out the targets/references with the mesh and spline in the BP, it just crashes or moves erratically. I’m guessing this happens because I’m moving the BP when moving the sprite, and thereby also moving the spline as it’s inheriting from the sprite (?).


What is the correct way to go about this?