AActor* Owner = GetOwner();
FRotator OwnerRot = Owner->GetActorRotation();
OwnerRot.Yaw = -60;
Owner->SetActorRotation(OwnerRot);
UE_LOG(LogTemp, Warning, TEXT("Door rotation is %s"), *OwnerRot.ToString());
My experience with Blueprints helped my to know what functions I needed