180 turn / Set Relative Rotation

[=;102856]
It’s not hope, I knew I needed to multiple the timeline value by around 8.5-9 and tried values around all around the 8.6 - 8.8 range and 8.72 produced the most accurate results with the least amount of overshoot and undershoot.

I’ll give your suggestion a go, but I’m still going to be approximating the rotation multiplication value and hope Epic can resolve the Set Rotation issue itself.
[/]

No, you will be multiplying by how much you want the final rotation to be.

Lets say your timeline only has time for a couple ticks going from 0-1, lets say at 0, .25, .8, 1. So you would get (0-0)*180 + (.25-0)*180 + (.8-.25)*180 + (1-.8)*180 = 0+45+99+36 = 180

This is good stuff to know when, and how you deal with delta time on event tick also