Scaling a Rotator?

If I want to ‘scale’ a rotator, do I have to actually lerp to another (0,0,0 for example) rotator?
As I suppose it doesn’t make sense to scale a direction. Trying to scale the broken out component values is not really correct right?

Cheers,

What do you mean “scale”?
You can add/subtract from its components, or combine 2 rotators.

I think I just want to lerp back to a ‘default facing’ rotator.
I needed to have a ‘blend off rotation’ control and was thinking about how to blend off a generated rotator.
But it doesn’t make sense to just think about the generated direction, one has the ‘scale’/revert back to something else. Ie a ‘default facing’.

Store default rotator in some variable