Have a look at this one, a stripped down version of something I used in one of my own projects. It projects a mouse location into the world and makes the target face it over time. It has added auto roll and handles 6dof gracefully enough; by no means perfect, though.
I disconnected MoveRight and MoveUp in the template and modified the component hierarchy a bit:
The root can be anything. The plane mesh rotation is set to Absolute World - this one is important. Everything else is at default, I think.
In motion:
https://drive.google.com/open?id=112f8xKPMTly6iYL-tOUDoXci42y0vOkr
Perhaps you can adopt it and adapt it to your needs.
edit: I just saw your second vid in which you actually have the aiming covered already. For the roll to interpolate correctly, you need to feed Current your Plane mesh rotation (Roll).