Hey thanks for taking a look. It’s really helpful to get some insight from someone else! So about your suggestion:
Then you can copy the cursor’s rotation to the MeshEditor rotation and keep a local rotation for the mesh instances, which is automatically added to the world rotation of the MeshEditor.
If I understand you correctly you’re idea is to just rotate the MeshEditor actor and this would be literally the only possible way right? In this case I have no choice and must use a combination of both my workaround and your suggestion for my system to work properly.
Thanks again! Now I can relaxe and continue with this project as planned. I’ll give you a note once I’m done, but it might yet take a few months until we’re there.
Kind Regards,
Gull Jemon Studios