What does recycling actors have to do with it? I mean, I wasn't using recycle originally, and I still saw the same problem when the bullets were created.
I'm still a little confused about what recycling means and when to use recycling and when to just use create/kill. If I understand correctly, a recycled actor is removed from the scene but maintains its position in memory and the game holds a reference to it, and it's called on when that same actor type is used again, whereas for a created actor... the actor is deleted on kill and a new one is instantiated on create?
As for your suggestion, are you saying I should have the actor's constructor receive a message from the firing behavior and orient itself appropriately, or are you saying I should stick my current code block of
"Create/recycle at this position;
Rotate this direction"
And stick that in a custom block to be used in the same place in the firing behavior?