Thank you for the reply!
No, it’s meant to apply Roll rotation when I go sideways/horizontally hence the y-direction.
With that said, I did manage to solve my issue but I don’t understand why it’s working differently.
Adding a “Current rotation” Rotator variable that is being set worked and it’s not interpolating smoothly; as so:
Don’t mind the Ease function I used instead, RInterp To worked fine too, I just liked Ease better after testing.
However, I can’t really wrap my head around as to why this is functionally different from simply getting the player pawns current rotation as the current rotation and setting it in the Set Actor Rotation (which causes the snapping as in the Gif I posted).
Here’s what I was expecting initially, but again, I have no idea why or what is actually different. As long as it works though, I guess?