Custom Character Rotation Using Velocity -> RotationFromXVector Issue

I’m making my own controller rotation for the character/pawn because UE’s default rotation doesn’t dynamically adjust to velocity making the character look like he’s finger skating when turning. I am so close to making it look great EXCEPT this small issue…

There’s more polish to my code but this is the spot where it causes a small issue where the character rotates towards the most dominant side with more velocity so when I walk up to a wall he rotates where there’s velocity; I don’t want that and I can’t think of the math right now to solve this issue.