Oh, oops! Yeah, I guess there’s a moment where Yaw goes from -180 to 180 and makes a huge bump.
The way around that is to replace the Float var “LastKnownYaw” with a Rotator var “LastKnownRot”, that stores actor Rotation… Then, when calculating DeltaYaw, rather than breaking the rotator and subtracting it’s Yaw float from last Yaw float, you would use a Delta Rot node to subtract one rotator from another and then break the RESULT for your Yaw value (Rotator math handles subtraction or addition in a way that compensates for sign flipping like that and makes for continuous curves).
My bad dude, I forgot that was gonna happen.