Move from point A to B (world coord), and animate on local axis?

Hy guys! I’m learning UE, if the solution is easy, please forgive…

So the situation:
I have an object, component of a pawn. I want to move this object from one defined space (world coordinate space) to another (also a world coordinate space). The interesting part of this, is that the object’s movement is not linear as it goes, every freedom of movement is broken down, meaning: moving on X is custom, moving on Y is custom, etc… controlled by a timeline.

So the problem:
All works well, until I decide to rotate the pawn. Then, the object still animates, but it uses world axis to define the direction of the animation on every axis, so the animation is skewed, messed up. The solution would be to use the object’s local axis every time, so the animation looks the same every time. How can I do that?

Please help…

Anytime I have to animate an object, I like to have an empty “parent”. You could try giving it a blank parent (just an empty Actor with no visibility enabled, or collision), and move the parent but animate the object. The animations would be in local space, but the movements on the parent would be in world space and should work correctly

But moving the object IS the animation, that is why i have 6 timelines controlling the movement. how can you move an object on its local axis?

Oh okay, I thought you meant like a frame-by-frame animation on an object or something. It should still work by using the timelines to move the parent. The rotations will all be local, and it will move along the path regardless of the rotation.