Maybe you should try to use the function:
AddWorldRotation(FRotator r);
With
r.X = Xrotation * DetaTime / TimeOfAnimation
r.Y = Yrotation * DetaTime / TimeOfAnimation
r.Z = Zrotation * DetaTime / TimeOfAnimation
Maybe you should try to use the function:
AddWorldRotation(FRotator r);
With
r.X = Xrotation * DetaTime / TimeOfAnimation
r.Y = Yrotation * DetaTime / TimeOfAnimation
r.Z = Zrotation * DetaTime / TimeOfAnimation