Ok so you want to attach the moon to the planet which makes sense, but you want the planet to have its own rotation rate and the moon to have its own rotation rate. There’s a catch : if the planet rotates, its child components are gonna rotate with it, and in this specific case you don’t want that.
This can be avoided using a SpringArm component. Those are primarily designed to handle third-person camera behind a character, so that the camera follows the character but when character rotates it doesn’t rotate the camera with it (so mouse keeps full control of camera). However SpringArms are not limited to camera management and can be used for our purpose here. The SpringArm let us attach moon to the planet at a specific distance (arm length), and it has that special feature which allows us to NOT inherit its parent rotation.
I also attached the planet to the center via a spring arm, because both are going to work in a very similar way. Also added arrows for visualization.
When you have components, they are automatically assigned to variables which you can use in blueprint. Simply drag and drop them (or right click and type their name) to use them. For now I’m just gonna make them rotate around themselves, at different rates, independently (thanks to the spring arm) :
Drag and drop either from the hierarchy, or from variables, both work.
Now we can make the moon rotate around the planet. The SpringArm has its pivot on the planet and the moon is attached at the other end. All we have to do is rotate the SpringArm around itself.
While we are at it, do the same for the planet :