Correct component rotating towards a related actor

Hello.
I have an actor what follows the related actor with his head facing when. The problem is; when I rotate by yaw the actor completely, it rotates with the right angle, but while when I rotate only the component I want, it rotates with a plus or minus 90 degree deviation.

FRotator AFollowHeadActor::DetectLookAngle(const AActor* Player) const
{
	const FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(FollowingHead->GetComponentLocation(),
		Player->GetActorLocation());
	const float DeltaTime = UGameplayStatics::GetWorldDeltaSeconds(GetWorld());
	const FRotator SumRotation = UKismetMathLibrary::RInterpTo(FollowingHead->GetComponentLocation(),
		LookAtRotation, DeltaTime, 3.0f);
	const FRotator UltimateRotation = UKismetMathLibrary::MakeRotator(0.0f, 0.0f, SumRotation.Yaw);
	return UltimateRotation;
}

First of all, the detection timer starts to work when the sphere is overlapped, and after a certain distance the head rotates.

void AFollowHeadActor::FacePlayer()
{
	if (bShouldRotate)
	{
		if (IsValid(PlayerCharacter)) FollowingHead->SetWorldRotation(DetectLookAngle(PlayerCharacter));
	}
}

There must be a place I overlooked for this code to work properly. Can anyone help?