Multiple Objects Revolving Around A Rotating Actor

Oh yeah, that’s the effect I’m looking for yes.

So is there a way to do this inside my code? Because I believe your are doing this with Static Mesh Components inside a blueprint and move the actor itself right? Maybe I’m wrong but in any case just to be specific:

In my setup I’m using a blueprint (A) with an instanced static mesh component and manipulate the instances using another blueprint (B) that serves as a cursor. The blueprint (A) containing the instanced static mesh component mustn’t move, only the cursor (B) does! As you can see this might not be as easy as in your example.

If you have a solution for my specific case, I would be very happy to hear how I need to modify my code above in order to make this work. Keep in mind that I need to have this for all the rotation axes not just one or two.