Use a data table with coordinates to move an object

I have a data table wich has x- and y-coordinates. I wanna make a blueprint wich moves an object to these coordinates. How do i do it?

Get Data Table Row → Break Struct → Set Actor Location


Assumed object is an actor.

It seems like with “Set Actor location” the object moves from the world origin to the point. How can i make it start at its actual starting location?

It seems like with “Set Actor location” the object moves from the world origin to the point.

That is correct. As in:

I wanna make a blueprint wich moves an object to these coordinates.

Are we animating something?


Consider providing more details.

  • sound a bit like you want to animate actor movement between sets of coordinates, correct?
  • what kind of actors are these?
  • how is it all supposed to work?
  • are these like patrol points?
  • what kind of movement?
  • is it time based?

How can i make it start at its actual starting location?

That will depend on the above bullet points. There is a lot of ways to move stuff around in UE. You choose the right tool for the job.

  • a character patrols an area and walks between the coords
  • an elevator goes between floors
  • a robotic arm moves something from A->B
  • we toss a physical object and want it to land at the target location
  • we aim at targets and fire projectiles
  • a bunch of cars are racing along a track described by a spline’s coordinate points
  • player pushes a cart full of stuff along a path
  • some kind of hybrid puzzle pieces movement :person_shrugging:
  • ???

All of them would be different.

To answer directly with the most common thing people need:

Use a Timeline to Lerp between A → B coordinates, where A is the actor’s current location and B is the data pulled from the Data Table.

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Thanks for ur help. Im trying to animate a machine that has two moving parts. One moving only on the x-Axis and the other one on the y-Axis. The whole movement needs to be on the metal plate.

We’re getting closer. But again, depends on how complex the system needs to be, you’d choose a specific tool for the job:

  • if it’s a really simple behaviour → use Interp to Movement component and feed it with data
  • for more nuanced behaviour, use the abovementioned Timeline + Lerp
  • if physical simulation is needed, there’s Physics Control component

There’s also a matter of needing control. Do we every stop / start the machine? Does the data change dynamically? Does it need to go faster / slower? And so on.

Some methods might be better than others if the above needs considering.


I’d start with a timeline, most likely. This looks like ■■■■■■■ child of a conveyor belt, CNC machine, and a 3d printer :innocent:

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Ok thank you very much for ur help :smiley:

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You might be better off by looking up a proper Timeline tutorial, but here’s a crude kickstarter:

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