Pawn Set Rotation Getting Stuck

Yeah,using forward vector dot product method didn’t seem to fix it either.

The car basically has 2 states: Steering and Not Steering.
The steering and not steering functionalities all occur through Tick on the event graph.
The Steering Control and Restore Rotation functions are the last functions run in my tick sequence and run each frame through this branch depending on if we are in the steering state or not:

The results are the same if I hit another car/object if I am in the steering or not steering states.
The car is either steering (lerping between current value and target value; using SetWorldRotation) or not steering (lerping between current value and 0; using SetWorldRotation).

The root component is the physics collider that is being rotated, so the forward vector is rotating. The car mesh is locked rotation and position with no simulated physics, no autoweld, and no collision. When printing to the screen I can see that the root component’s Yaw is what is getting stuck and not the mesh or anything like that.