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UKismetSystemLibrary::MoveComponentTo

function Engine Blueprint Since 4.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Latently interpolates a scene component to a target relative location and rotation over a fixed duration. Commonly used for simple, self-contained door, platform, or prop animations without a full timeline or animation asset.

Caveats & Gotchas

  • MoveAction exposes three execution pins in Blueprint (Move/Stop/Return) via ExpandEnumAsExecs, so the node's shape in the graph doesn't match a typical single-output latent function — check which pin you wired.
  • This moves the component directly by setting its relative transform each tick; it does not use physics or sweep for collision by default, so it can visually clip through geometry along the path.
  • 'Return' interpolates back over the time already elapsed, not over a fresh OverTime duration — a move interrupted early returns quickly, one interrupted late returns slowly.

Signature

static void MoveComponentTo(USceneComponent* Component, FVector TargetRelativeLocation, FRotator TargetRelativeRotation, bool bEaseOut, bool bEaseIn, float OverTime, bool bForceShortestRotationPath, TEnumAsByte<EMoveComponentAction::Type> MoveAction, FLatentActionInfo LatentInfo);

Parameters

Name Type Description Default
Component USceneComponent* Component to interpolate.
TargetRelativeLocation FVector Target location, relative to the component's attach parent.
TargetRelativeRotation FRotator Target rotation, relative to the component's attach parent.
bEaseOut bool If true, the interpolation slows down as it approaches the target.
bEaseIn bool If true, the interpolation starts slowly and accelerates.
OverTime float Duration of the interpolation, in seconds.
bForceShortestRotationPath bool If true, rotation always takes the shortest path rather than the literal delta between start and target.
MoveAction TEnumAsByte<EMoveComponentAction::Type> Whether to start moving to the target, stop where it currently is, or return to its starting transform.
LatentInfo FLatentActionInfo Hidden latent action bookkeeping struct auto-filled by the Blueprint compiler.

Return Type

void

Example

Slide a door open (Blueprint) Blueprint
Event graph: on 'Open Door' custom event, call MoveComponentTo on the DoorMesh component with TargetRelativeLocation offset along the door's local X axis, OverTime = 1.0, bEaseOut = true, MoveAction = Move.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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