you simply add a Rotator to a given Rotation, so its fine although you need to be aware, that you always add your Yaw Rotation to your object.
Means it can result into an accelerated rotation (it spins faster and faster and faster).
However, from what you give us noone can tell why nothing rotates.
Have you debugged your code to check what values your “Rate” for your Yaw-input has?
Yes, I debugged Rate value. And it’s ok.
I just replaced “AddControllerYawInput” (working with “Rate” value) function with my examples.
Simply, I want to add local rotation with mouse axis, because my character can move on a sphere (So Yaw value of “AddControllerYawInput” can’t help me).
When Yaw has a value, nothing happened. BUT, for Roll and Pitch value, update is ok. The rotate is effective.
It is the same for SetActorRotation function like your link.
I think there is an option for Yaw value, for the moment I don’t find it (It is not “Use Controller Rotation Yaw”).
Controller Rotation don’t use Yaw relative rotation of character. With “Use Pawn Control Rotation” checked, Yaw does’nt retrieve.
So I uncheck this option, and set pitch axis like Yaw :
considering your last picture it seems your “Yaw” value is fixed, since yaw is responsible for Up/Down(around Y-Axis) rotation and Pitch is for Left/Right (around Z-Axis), this is in 3D space.
So when you want to LookUp/Down you should update on Yaw, than Pitch. And when you want to turn you update on pitch, except you intentionally inverted those for a specific purpose. (sorry i saw that just yet).
It seems that those functions override the axis behaviour of the default PlayerController,
with that checkbox you seem to tell the engine to not use the behaviour of your parent class (which is a lower priority actor it seems)