How to detect a full turn

I want to use blueprints to detect multiples 360 turns in the same direction of the actor on an fps. I can’t figure out a way to do it. All the ways I tried are not reliable and I didn’t manage avoid to count a turn in the oposite direction of the initial direction.

Create two variables: current forward vector and angle sum. On tick event count angle between the current forward vector and the previous one (which is in variable) [ look here] and add it to your summary angle. If summary angle > 360(or 2 Pi in rads) you made a turn!

Good luck.