# Help: Rotating a Blueprint with another BP

**URL:** <https://forums.unrealengine.com/t/help-rotating-a-blueprint-with-another-bp/23660>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [March 10, 2015, 1:24pm UTC](https://forums.unrealengine.com/t/help-rotating-a-blueprint-with-another-bp/23660 "2015-03-10T13:24:11Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![originalbadboy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@originalbadboy](https://forums.unrealengine.com/u/originalbadboy)\
**Post date:** [March 10, 2015, 1:44pm UTC](https://forums.unrealengine.com/t/help-rotating-a-blueprint-with-another-bp/23660/2 "2015-03-10T13:44:24Z")

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Two things:

The rotation code should be in the actual BP rather than where you are spawning it … OO code and all that …

Rotating the character requires you to get the current character and add a rotator value to that, times the delta , which you can get from the event tick. I dont have the editor installed on my work machine so cant provide screenshots. You also might want to consider a speed float so you can vary it, which would be times the delta .

A basic version can be seen here:

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/8/9/589a08ea235d8c587ac9ec449da92b7ad2d192c4.jpeg "How to create a spinning mesh in Unreal Engine 4 - UE4") ](https://www.youtube.com/watch?v=iA2_RLpbZrI)

You can also add a rotating component to the actor if you want the simple approach:

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