How to add a World Rotation to an Actor

That’s weird, just to be sure I tried this on a random class and it works. I don’t know any more context so can’t say much. Try this:
Include “Engine.h” and then add this line to your tick function

GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("rotation: %s"), *rotation.ToString()));

It should print the rotation variable