Hey, I am quite new with UE but have plenty of game design experience within Unity.
I am creating a game with similar mechanics to Super Stardust HD. I am stuck on getting the projectiles I spawn to rotate around the planet from my player. I followed this very helpful video for the rotation and have copied the code exactly. It works perfectly, but now I want to know how I can spawn the projectile from my projectile spawning arrow, but more importantly set the projectile’s rotation angle to the forward vector direction of my arrow.
Thanks for the help!
You can use the arrow’s rotation as is; if you cannot, make rotators from any axis (more than one, too in order to avoid ambiguity):
Would that work for you? It would depend on how you’re dealing with projectiles, there’s more than one way to rotate them, for example:

Somewhat unrelated but fyi:
If you must use Get Actor of Class, consider this at least:
Ingore this if you’re just messing around / prototyping. 
It seems that the solution you provided did not work. To clarify, in the video, I demonstrated how the rotation axis of the projectile is affected, but I did not use projectile movement. When I spawn a projectile from the shoot method, all its default properties are set to 0 instead of the properties I set for the placed projectile. For instance, I set the radius of the projectile to 535 to create the perfect distance from the planet to make it look like a projectile, but when I spawn it using the shoot method, it is set to 0. Additionally, I want the rotation axis of the projectile to be aligned with the forward direction of the projectile arrow, making it look like it is coming out of the tank (soon to be boat lol). Video showing axis adjustment Video Showing My Game