When character is reaching negative X values, the yaw immediately return 180 instead of 0. For me, when X reaches negative values, it looks like vector is facing negative forward and that's why yaw is calculated to 180. For now I can not imagine a solution, so thanks in advance for any tips&tricks how to solve it.

Blueprint responsible for yaw calculation for turning and pitch for aiming.



Video with bug:
https://www.youtube.com/watch?v=TLVM...ature=youtu.be