Bullet's realistic rotation

I ask You for it second time, dear friends. The problem is specific: my bullet doesn’t fly forward with it’s nose, but do it with it’s side.
The bullet already rotates as it flies, but perpendicularly it’s way.
I think it’s because UE takes the side of cylinder like the forward part. Help me please to make it fly correctly.

This should not be done in the editor. Model the bullet in a 3d program instead. You will then have full control over its forward axis.

why not just use the rotating movement component. you could also try reimporting the asset with a different rotation on the z axis by opening the bullet mesh and changing the import transform settings.

The front of the bullet in its actor blueprint needs to be pointed forward in the X axis.
I mean in the Viewport when you edit the blueprint. Would be a good idea to make it that way in the mesh asset too but maybe you dont have to.

thank you very much, you and Blender helped me!