use get world rotation node from the original mesh, store the result as a rotation variable, on the spawn actor from class,right click the transform pin and seperate it and in the rotation, plug in that variable
before the mesh is replaced Use get transforms node & store that as a variable.
And when the new mesh is spawned you can set transforms node using the stored transforms variable as the new transforms.
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