There is two options, a set rotation option and an add rotation option. If you use set rotation it locks the rotation sorta and you have to deal with y and z axis too so it’s usually best to use add rotation when you can. Make a function timer with a handle, set it to run when you let off the stick, when you trigger the stick invalidate the function handle. Inside the function make a branch, the true condition for the branch is the pawns world X rotation = 0. Drag off true to an invalidate timer node and invalidate the timer when the rotation is 0. Off of false, get world rotation of the pawn you want to rotate, multiply its x value by about .01, and add it to its world X rotation. This will cause the rotation to be faster when it is rotated more, and then smoothly stop when it gets to 0. If you want it to be completely linear transition that can be done too by adding a new float variable, setting it to the pawns X rotation on function start, then doin some simple subtraction with the float. But from what you are saying it sounds like a fast to slow rotation is better. If it rotates too fast at first, clamp the negative and positive values.