Is it a blueprint? You don’t need to use the level blueprint to reference the mesh. You need to create a blueprint (parent class actor). Then in its components section, there’s a dropdown to add components. Add a static mesh and the rotating movement component both from that dropdown list.
In the end, the mesh is going to be its own blueprint that you drag into the level. All functionality for it is in its own blueprint. The level blueprint never comes into this.
Here’s what it shows when you double click on your new blueprint you create for this mesh.
Top Right: Components section is selected
Top Left: you see a dropdown menu, where I’m highlighting the rotating movement component. At the top of the list in the pic, you can also see Static Mesh.
Hope this helps!