Thankyou so much for your answer. Yeah, indeed, was another unrelated problem. Sorry. However, i had been using iTween on Unity since a lot, and there is something i cant understand on the unreal version. For example; I have an actor with two sub-actors (or components). I want to move Actor A to Actor B local position. Both have the same parent (another component or subactor, not the root). I use relative position of A as source location and relative position of B as destiny. But the Actor A just move from and to a wrong position. Type of movement is parent. The same occurs with actor or components.
Another thing is, on Unity, i modified the onUpdate function for example to receive a lambda object or the function name that will receive the onUpdate function. That was very handly so i can just iTween with inline listeners. Why dont do the same on UE? Provide the imput nodes for all events (onFinish, onUpdate, etc) that can be connected to a custom event.
Thanks!