What should my pawn componenthierarchy be?

So i have a tank that consists of a bottom part, a turret and a collisioncomponent(UBoxComponent). Right now the turret and bottom are attached to the collisioncomponent, which is the root component of the pawn.
What i want is:
when the bottom is rotated, the collisioncomponent has to be rotated aswell, but the turret does not.
When the turret is rotated, only the turret has to be rotated.
I can not do that with my structure. Am i doing it wrong? how should i do this?
Maybe there is an option to not rotate a component when the root is rotated? idk

EDIT:
After looking further into this i realize i need to disable a child from inheriting a parent yaw rotation in a way

SOLUTION:

SetAbsolute(), which takes 3 booleans: 1 for location, rotation and scale
SetAbsolute(false, true, false) works for the turret.

Hey,

I would suggest different hierarchy:

Root I would suggest different object like default tranform

Than attach tank body to root.
And attach collision thing to tank body.

Than attach cannon to root.

This way you can rotate tank body and collision comp without rotating cannon.

Did I understood you correctly?

Yea, I didn’t tested this. Then cannon should be separate actor and it should be attached.

The Pawn Movement component won’t have anything to collide with on the root though so it will go through anything.

Like this:

282319-attach.png

What exactly is a default transform? (the suggested root)

Nvm as GarnerP57 said my first solution will don’t work. So you need to make Turret as separate actor and attach it to tank body.

It will work. I have set up ships with 14 cannons as separate actors attached and it works.

I made the turret a separate actor and attached it to the tank mesh. But when i rotate the tank mesh the turret logically also rotates. Is this not what you meant or am i stupid?
So basically the turret has to follow the location but not the rotation.

Are you sure you didn’t set Rotation rule to snap to target? It should be Keep world.

But those rules are just for what happens when you attach it right? i want it to keep the world rotation at all times.

SOLUTION:
SetAbsolute(), which takes 3 booleans: 1 for location, rotation and scale
SetAbsolute(false, true, false) works for the turret.