# How to rotate an actor around another actor?

**URL:** <https://forums.unrealengine.com/t/how-to-rotate-an-actor-around-another-actor/48195>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [November 22, 2015, 11:14pm UTC](https://forums.unrealengine.com/t/how-to-rotate-an-actor-around-another-actor/48195 "2015-11-22T23:14:41Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![Nawrot](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nawrot/32/618260_2.png) [@Nawrot](https://forums.unrealengine.com/u/Nawrot)\
**Post date:** [November 23, 2015, 2:35pm UTC](https://forums.unrealengine.com/t/how-to-rotate-an-actor-around-another-actor/48195/7 "2015-11-23T14:35:43Z")

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I am not at my unreal pc, but i think there is yet another way for what you want:

- create blueprint
- add static mesh (or component you want to orbit)
- expose FLOAT variable to editor (small eye icon next to variable), lets name it DISTANCE
- in construction set LOCAL (or relative) location of static mesh as: [1,0,0] \* DISTANCE  
Above will set your mesh (or component) at correct distance from center of rotation

Now add rotation movement component (this part is what i am not sure and cannot verify without unreal)  
It will have rotation speed, now you need to fill all values to have movement you like.

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ps. rotation component has pivot offset exposed, so you may set its value to [1,0,0]\*distance, instead of moving mesh.

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