Rotators and rotation around a custom axis

So i’ve been trying to wrap my head around some 3d vector math recently and got stuck at rotations.

If i have an actor and within that actor i have a static mesh component that i want to rotate in local space, lets say pitch it up 45 degrees. After i pitched it those 45 degrees, lets say i want to roll it 90 degrees but relative to it’s current 45 degrees rotation, how do i do that? I tried using add relative rotation, but for some reason it seems like the axes it’s rotating about is not relative to the first 45 pitche rotation i did.

Only other solution i can think of, is to employ a custom rotation logic, which i obviously would rather not do, if it’s just possible with the standard rotation nodes. If this problem is not clear, i’ll post some pictures later to visualize what i want to do.

Ok, just noticed there’s a add local rotation node too… I need to experiment a bit more with how these two work in relation to each other. It seems that adding a relative rotation rotates the component relative to the actor, while adding local rotation adds rotation based on the current relative rotation (axes). But im not too strong in this area as you might be able to tell. Also it’s a bit unclear to me, if get world rotation for the locally rotated component with the local rotation applied or if it only gives us the relative rotation?