Change Initial Rotation Based on Toss Velocity

I more meant what is rotating and how you want it to rotate.

So a Sphere fired from the gun can rotate on its own axis like the earth spinning, that is its local rotation. However the earth also rotates around the sun, that is world rotation.

If you are doing the moon and Earth, Earth needs to spin on local X, the moon needs to spin on local X to spin but will then also need to rotate on world X,Z to go around the Earth.

So you say you have a Turret and a launch speed, end location…ETC but what is the effect you are looking for?

It the turret moving based on the shot, so are you trying to emulate recoil? So as the gun fires the turret tilts?

Are you looking for the turret to turn to face things?

Do you want the actor to move within the world based on the velocity of fire?

Is it the object the turret shoots that you want to rotate?

This will determine whether you need local or world rotation.

If you are emulating recoil → local rotation will be require (you will also need to have the correct anchor point I.E where the turret rotates, you most likely would have a separate barrel for this)

If you want the entire gun to flip or something, you would need world rotation.