you may want to put the movement logic in the actor being spawned. so in the spawned actor, create custom event ‘initMovement’ or whatever you want to call it, and make sure that custom event requires two input parameters, source and target location. then in your original blueprint, when you press ‘f’, and spawn the new actor, get the return value from that spawn, and pass the source and target location variables from your original blueprint to the custom event input parameters in the spawned object. at that point, you can do whatever you want with the information passed, regardless of anything else going on in game. (so if you wanted, you could recreate that timeline in the blueprint of the spawned object, and remove it from the original blueprint where you are pressing ‘f’. )