Rotate an actor on local axis based on another actor

You can simply trigger a function in one of these actors every time the other rotates. The one being affected will have a function added into it’s blueprint, and inside there will be a “Set World Rotation” node which will get it’s rotation value from an input pin (which you will create) of the function itself. Then, in your original actor’s blueprint, you will trigger this function every time it rotates and plug in the rotation value to the input pin of our function. If you don’t want them to face the exact same direction, you can just get the difference in the original one’s current and previous rotation and plug that into the input pin of our function instead. But if you’re already rotating the original one by giving it a rotation value to add onto the previous one, that would be even easier as you could simply plug that into our function’s input pin. Hope this helps!