# A mesh inside my blueprint is not rotating on its origin, and the child is not following correctly.

**URL:** <https://forums.unrealengine.com/t/a-mesh-inside-my-blueprint-is-not-rotating-on-its-origin-and-the-child-is-not-following-correctly/2855820>\
**Category:** Blueprint\
**Tags:** unreal-engine, question, Blueprint\
**Created:** [November 14, 2026, 1:42pm UTC](https://forums.unrealengine.com/t/a-mesh-inside-my-blueprint-is-not-rotating-on-its-origin-and-the-child-is-not-following-correctly/2855820 "2026-11-14T13:42:51Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![BramDuin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BramDuin](https://forums.unrealengine.com/u/BramDuin)\
**Post date:** [November 14, 2026, 1:42pm UTC](https://forums.unrealengine.com/t/a-mesh-inside-my-blueprint-is-not-rotating-on-its-origin-and-the-child-is-not-following-correctly/2855820/1 "2026-11-14T13:42:51Z")

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I have 2 meshes for doors, with the smaller mesh a child of the larger one. But when I rotate the parent mesh inside the BP viewport, it doesn’t rotate around its own origin point, but the child _does_ follow.  
However when I give the parent mesh rotation via a variable in the construction graph, it rotates correctly, but now the child doesn’t follow anymore..!

Video of what’s happening in both cases:

And the current nodes, I just started on it. Want to make a little system to array the whole side of a building with some procedural rotation for each door:

 ![Screenshot 2026-11-14 142509](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/c/2/3c286dce528f438a380838524fcd50e7c97b8896.jpeg)

When I spawn the smaller door, I have to add the location of the parent door to it’s own location in order for it to actually move to where it sits next to the larger one.  
(I moved the doors into the correct position inside the BP viewport, then copied those relative locations into their respective variable, and deleted the meshes from the viewport again since I want to spawn them via the graph. However I don’t understand why when using the nodes to place them, it _doesn’t_ use the relative positions.)

And this is what I want to achieve, the smaller does sticks to the larger one, and both have their own rotation. So the smaller one rotates from the point of wherever the larger door has already rotated to:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/9/f/89f2bfec138f3452b3e9b31b23cfd9ef322a1b89.jpeg)
