Move owning actor in an actor component on a curve from A to B?

My ability system uses actor components. I’ve a Leap ability. Timelines can’t be used in actor components. So far what I’m doing is toggling on tick then interp moving the actor to the destination, but I need to do this on a curve. It’s also unreliable as I’m moving them towards a destination and having to check for distance with tolerance and sometimes the actor gets stuck. Does anyone have any suggestions? Hitting a bit of a wall with this.

Seams like I’m getting closer to figuring it out.

I attached a spline component to the owning actor and am trying to move along the spline during tick, but I can’t seam to figure out how to make the actor stop when they reach the end of the spline. Have checked 4 different tutorial videos and just doesn’t seam to be doing the trick. I can see the spline points being correctly set in world positions in the debug display and the actor does move towards it properly, but never stops despite doing distance to spline length checks.

Sounds to me like you should just be using root motion…

Hey @Krileon!

How do you feel about using “Suggest Projectile Velocity Custom Arc” to get an arc and output vector/launch speed and then “Launch Character”? Would that possibly suit your needs?