Make sure the mobility of the root component is set to Movable. Otherwise if you have source, try to step through the AddActorWorldRotation and see why it’s breaking out early.
Is that what it looks like in your constructor, or do you have a SceneComp variable in your class header? Otherwise, that variable might be locally created. Is there a reason you can’t use AStaticMeshActor as well? This gives the static component as the root, but allows you to edit properties I believe.
Please take a look at the attached project. As mentioned, I defined the scene component, static mesh component, and rotator in the header file, then copied the necessary code from your original post into the source file (constructor and tick function). When I added the blueprint to the viewport and entered PIE, the mesh was rotating as expected. One thing I noticed was in your screenshot of the hierarchy, the root component is called “Root Component” however when I copied the code to use locally, the root component was shown as “Scene Comp”. I’m not sure if that’s related but just a difference I noticed. Please let me know how your setup differs or if you have any further questions about this issue.
I thank you for the help and effort, but I solved the problem days ago since I didn’t get any answers here… the problem was PickupMesh->SimulatePhysics(true) which, in some way, detached the PickupMesh from the whole Actor.