Procedural placement rotation of components help

I am trying to make a procedural placement class that allows the user to choose the mesh they want to use and the distance between each placement. However some components, when the mesh is overridden are facing the wrong way for placement.

So I want to allow the user to rotate the components. So far I can get all but the basepoint component to rotate (the base point is the original thing but not the root) the root is a scene.

I am a brand new beginner to both blueprints and UE4 so sorry if this is obvious.

Also if you can give me some tips on the red comment so that the user won’t have to do that I would be doubly grateful. Thanks

Hi Phoenix,
Not sure if you worked this out but have you tried using a static mesh component along with set static mesh? you can then just add a static mesh which is editable or add a mesh array and i guess use the array integer to change the mesh. I have supplied an image as i have been working on something similar but i too am a noob.