Thanks guys, got it working a bit… Still buggy though.
So the first mesh (on the bottom) spawns on event tick (do once) (skips the destroy for actor who is not there yet).
When the top button is clicked, The current mesh is destroyed, various stuff to do with vars and button usability, Then actor spawns.
(IGNORE the unplugged stuff in this screen)
But then second mesh DOES NOT spawn with correct location.
However, if you click back on the first (bottom) button, that mesh DOES spawn at the new rotation of the second mesh. Going back and forth only gets the original to take the world rotation
Also getting console errors about: