Rotate Actors Relative to Player's view [Like examine object]

[Few edits later…]

Okay, so ideally you’d want to get the appropriate Up, Right, or Forward axis from the player camera, then rotate the target some angle value with respect to that axis.

In C++…

One of the constructors for an FQuat does so from an Axis and Angle. It’s used in the Kismet math library this way:

FRotator UKismetMathLibrary::RotatorFromAxisAndAngle(FVector Axis, float Angle)
{
    FVector SafeAxis = Axis.GetSafeNormal(); // Make sure axis is unit length
    // This is what you would likely use from this function
    return FQuat(SafeAxis, FMath::DegreesToRadians(Angle)).Rotator();
}

If you get the appropriate Up/Forward/Right vector from the camera to use as your axis, you can get the angle from your input method. Once you’ve created the rotator you can call the AddWorldRotation() function on the item you want to rotate.