BP using average of components' instead of its origin as rotation pivot?

Hi everyone!

I’ve been looking into the flying template example, and I noticed that the controls change drastically depending on the distance of the camera from the plane mesh.
I think this is because the Add Actor Local Rotation function is using the average of the components as its pivot point, instead of the BP’s origin point

0,0,0 is where the plane mesh is positioned and I’d like that to be the pivot point for rotations (camera should still inherit those rotations, of course).

I’m sure I must be missing something very simple, so can anyone please let me know what I need to do?

So I wanted to change the pivot as well but ended up moving my static mesh in the components view. The Local rotation uses 0,0,0 of the Compenent’s tab scene (The Actor’s pivot, not the Static mesh’s pivot). I wanted my cube here to spin from the center, but the static Mesh’s Pivot is aligned to the bottom corner of the Mesh. So I just moved it so it would be centered with the Actor’s center.

https://dl.dropboxusercontent.com/u/3196006/local%20rotation.jpg

So you just have to move your UFO to the center position of the scene in the components tab.

Did you read this? https://wiki.unrealengine.com/Blueprint_Rotating_Movement_Component