Which Transform to Pass In?

Attempting to dynamically pass attributes into a spawned projectile. I am using SpawnActorDeferred(); Everything about it works in terms of the stats updating on the spawned actor, the problem is the rotation.

If I am facing forward, it shoots forward. If I turn 45 degrees, it shoots 45 degrees from me. If I turn 90, I am shooting sideways. And so on.

Currently passed in transform is the USceneComponent it spawns from->GetComponentTransform(); — is this what I should be passing?

Addition weirdness: Passing GetComponentTransform() results in the correct starting location of the projectile, but the above wrong rotation behaviour. If I instead pass GetRelativeTransform(), the projectile spawns at world origin (wrong location), but has the exactly correct rotational information.

just use you actor’s forward vector as its direction of shoot the projectile

AActor* ATestRound::fireBasic()
{
FTransform SpawnTransform = BasicSpawnLocation->GetComponentTransform();

ATemplate_BasicAttack* SpawnedActor = GetWorld()->SpawnActorDeferred<ATemplate_BasicAttack>(
	SpawnedBasicProjectile,
	SpawnTransform,
	this, //Owner
	this  //Instigator
);

FVector PassedVelocity = GetActorForwardVector() * RoundStats->CurrentBasicSpeed;

SpawnedActor->ProjectileMovementComponent->ProjectileGravityScale = 0.f;
SpawnedActor->ProjectileMovementComponent->Velocity = PassedVelocity;
SpawnedActor->AttackRange = RoundStats->CurrentBasicRange;
SpawnedActor->AssignedProjectileSpeed = RoundStats->CurrentBasicSpeed;

return SpawnedActor;

}

Where are you suggesting I put that in? ForwardVector of Actor is passed to Velocity, but I can change that to literally anything and it seems to affect nothing.

If I try to add SetActorLocation/Rotation/Forward()'s inside the Spawn section, nothing happens (as I am assuming the first and final Transform passes override them anyway).

I have also tried changing FTransform SpawnTransform = BasicSpawnLocation->GetComponentTransform(); to just GetActorTransform() which changes spawn location from the component to the middle of the actor, but the rotation problem persists.