The way I would do this would be with 2 blueprints, 1 for the turret model/position where I would define a socket, the other being the projectile.
On event begin play I would spawn Actor by class, find the class, create a ‘make transform’ node I would get the transform of self and then break the rotation, in rotation I would do random float in range and do it from 0-360 then rig that all up to the make transform node.
That should work? I wouldn’t touch the projectile until I had the behaviour I wanted from the turret.
Sorry if I worded that strangely