How to attach VR pawn to a blueprint actor so it uses it's rotations?

I’m working on a flight simulator type VR game where I use the controllers to turn move the flight stick to roll/pitch the space ship.

It’s working so far, however I can’t figure out how to attach the VRPawn to the ship so when the ship is rotated ( using the controller ) the player rotates with it.

It seems as simple as setting the VRPawn’s rotation equal to the ships, but when I do that it completely freaks out. When I don’t set them equal the ship rotates perfectly with the flight stick. Below is some blueprint code to show what I’m doing, just for the roll right now.

This all works well as you can see here below where I’m using motion controller to to roll the ship, and it rolls, however the VRpawn is staying stationary.

Now, I try to set either the relative or world rotation of the VRPawn to the ships rotations:

This is where my issue is, when I run the game everything rotates wildly in random numbers and absolutely freaks out, see below how the roll numbers are just going crazy…

Any thoughts on why this is happened? You’d think I could just attach the VRPawn to a seat in the ship and everything would be fine. haha