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Thanks to node "Set Global Time Dilation", I saw that I was not rotating each object correctly at birth. I was passing each one the rotation info of a general object, which of course has a pivot in a different place.

Alien 👽 Max | 🇺🇦 gamedev

I don't know how to calculate this correctly, so I added a Scene Component, I use to reference the position and rotation of each object. I pass the info of this object to component for relative data, then I pass its global data to the created object