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Rotating a grid of instanced static meshes

I am trying to make a BP that will appear to look like a holographic shield, but there is a problem with rotating the actor as a whole. I made the rotation of each instance the actor's rotation, which resulted in the instances rotating around their own axis and not move the actor's rotation as a whole. I removed and the instances didn't move at all.

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How I am determining my location for each instance(I know it is spaghetti junction) Basically gets the location of the actor and the size of the mesh and determines where in 3d space it should be. The offsets are useful to finetune the distance between meshes in 2D space:

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My construction script:

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Product Version: UE 4.20
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asked Apr 19 '19 at 09:07 PM in Blueprint Scripting

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