What you could do is create a base blueprint actor with the rotation and mesh values. Then you make a child of that actor by right clicking it “Create Blueprint based on this”. You put instances of the child in the world, the base is what you update. The children inherit all of the parents properties so all their meshes an rotations will update, I just tested it out. You can also just select them all in the Outliner and RIght-click–>edit multiple assets
1 Like