Okay, so first, I think maybe you’re mixing up your rotations.
Control rotation rotates the camera, and IF you configure the actor to use it, the actor as well. But you’re not rotating the actor, but the mesh…? Why is that? Is it intentional that you’re rotating the mesh independently of the actor? Either way, you need to feed the Current node with the rotation of WHAT you’re applying the rotation to; i.e. if you want to rotate the actor, feed it with a Get Actor Rotation. If you want to rotate the mesh, feed it with a Get Component Rotation of the mesh (or whatever that function is). Since the RInterpTo is updating a rotation every tick, it needs to see the progress it’s making every tick!
As for the gate, it’s simple. Create a new Gate (it’s under Flow Control). Whatever execution is feeding “set rotation”, have it instead feed the “Open” node. Now, drag your Event Tick’s execution path to the “Enter” node. The “Exit” node should trigger the Set Rotation function.
You also need to Close the gate somehow; this will depend on what you’re doing (i.e. when you want to stop applying it depends on the gameplay reason for having the player rotate)