Pawn Rotation Jumpy on Network

Rotation of my player character from server to client is super jumpy. From the client point of (player 2), the server (player 1) rotates smoothly a bit then jumps about 20 degrees, then smooth, then jump. Obviously in gameplay this will be pretty horrible to see. Forward and backward motion however is very smooth and not jumpy at all.

EDIT: Fixed this issue my self, see reply.

Solved issue my self. For anyone interested, its caused by setting the rotation as a value directly (or adding to it). You need to use rotation as a movement so the engine can interpolate it. See amended blueprint.