MoveComponentTo in c++

I am sure it’s just a trifle.
How can I call MoveComponentTo in c++?
Have I to include a library?

just in case someone else needs it

#include "Kismet/KismetSystemLibrary.h"

UKismetSystemLibrary::MoveComponentTo

How you use it? I’m trying to move my camera but not work. I’ll do the same with BP and all works. This is my code:

auto* component = MyCamera->GetCameraComponent();

auto destinationLocation = DestinationCamera->GetActorLocation();
auto destinationRotation = DestinationCamera->GetActorRotation();

UKismetSystemLibrary::MoveComponentTo(
component,
destinationLocation,
destinationRotation,
true,
true,
2,
EMoveComponentAction::Move,
FLatentActionInfo());

I was using it in charactermovementcomponent, with

FLatentActionInfo info = FLatentActionInfo();

and the setting uuid, linkage, etc…
I replaced that way cause in multiplayer online with client prevision, the server reset the movement every time.

During performmovement i call a void with deltasecond param where

if (bShouldMove)
{
	FVector difference = DestinationVector - GetActorLocation();
	if (!difference.IsZero())
	{
		FVector Result = difference / FVector(DestinationTime);
		
		if (Result.ContainsNaN())
		{
			if (FMath::IsNaN(Result.X) || !FMath::IsFinite(Result.X)) Result.X = 0.0f;
			if (FMath::IsNaN(Result.Y) || !FMath::IsFinite(Result.Y)) Result.Y = 0.0f;
			if (FMath::IsNaN(Result.Z) || !FMath::IsFinite(Result.Z)) Result.Z = 0.0f;
		}
						
		Velocity += Result;
	}
}

if you use it with pawn, the velocity is really high with small destinationtime and you’ll kill your actor with the impact