Components view transform misorder

When adding some StaticMesh components to the Third Person blueprint “MyCharacter” after/under the mesh, I found that the rotation order is wrong. Shapes like TriPyramid and NarrowCapsule will initially rotate okay but then the actual transformation gizmo itself is transformed, and it’s difficult to work with. Notice that this is different to the level editor where the gizmo stays “upright” in translation mode/W key.

The correct order, for any 3d program, is Scale, Rotate, Translate:

It seems like you are just having an issue with the difference between world and local space transformations. You can toggle transform types by pressing tilde/grave (`) or going to the top right of the Viewport and clicking the Cycle transform widget(looks like a cube or a globe depending on mode).

Yes, this feature is useful actually.