Thanks for your reply. I think it pointed me in the right direction.
I have tried this with no success:
FVector SafeAxis = PC->PlayerCameraManager->GetRootComponent()->GetForwardVector().SafeNormal();//One vector per input
FQuat DeltaRotation = FQuat(SafeAxis, FMath::DegreesToRadians(2));//2 Degrees per input received
Mesh->AddWorldRotation(DeltaRotation);//RootComponent of the Mesh I want to examine
I bought this inventory system in the marketplace since it looks like it has a similar behavior,
but it uses a component to attach the actor where is clicked, which is something that I can’t do.