Generate each Mesh instance with a different orientation

Not sure what you mean. Perhaps you could demonstrate the desired end result. A crude sketch will do. What’s wrong with this:

Looks pretty serious to me. :slight_smile:

What am I not understanding? If you wish to account for the rotation of the component as well - combine / transform rotation when you instantiate. Or use the non-World node to instantiate in component space.

Inverse Transform Rotation for World -> Local and vice versa for the non-inverse transform.
[HR][/HR]
Location in component space:

Each instance is rotated in its own space:

Not sure if there’s more to it. Perhaps I’m missing something obvious. Do tell.