sf::Transform transform;
transform.translate(50, 0);
window.draw(actor, transform);
But... this is probably the wrong approach. You'd better separate the visual position from the physical position, ie. not use the sprite's position for both. The sprite's position represents where the sprite is on screen, period. If your logic / physics / whatever needs a different position, then use a different pair of coordinates and keep the sprite's position for where you want to draw it.
Although I fully support and agree with Laurent's method (and is the way I would do it), I just wanted to answer the specific question about temporarily offsetting for a draw, even though you probably won't need it anymore ;D (and it's questionable practice)
It is simply:
sprite.move(offset);
window.draw(sprite);
sprite.move(-offset);