Blueprint TransformDirection/RotateVector vs C++, Rotate Object with thumbstick/mouse input

Hi,

I’m trying to set up a simple 3D-Rotation via Input.
The Blueprint works perfectly fine but I want to set it up in C++.
Somehow the behaviour is different and I can not figure out why.
It seems like my C++ code does not really convert into world space/rotate properly. So the X rotation works fine but the Y rotation is always the same and does not change on rotating the character. (Additionally I place the object always in front of the character [but I do not attach it, so it has no relative place to the character], like grabbing sth. and then rotating it, similar to the mechanism in Fallout 3 f.e.)

Here is the blueprint node setup:

Here is the C++ Code:

The input x and input y is reversed but undoing this does not solve the issue. Somehow then the Y input is changing the z rotation…

Here is a use example of the c++ code in blueprint.
90874-