Rotation delta giving weird results at certain rotations

Thank you for the comment. I changed my code up a bit and switched over to using quats, but I’m still having the same issue of jittering while aiming near +75 or -75 pitch.

    	FQuat CurrentConeRotation = TestRotationCone->GetComponentQuat();
    	FQuat ConeRotationDelta = FirstPersonCameraComponent->GetComponentQuat() - CurrentConeRotation;
    	FQuat DesiredRelativeRotation = Mesh_Body->GetComponentTransform().InverseTransformRotation((TestRotationSceneComponent->GetComponentQuat() + ConeRotationDelta)).GetNormalized();
    	TestRotationSceneComponent->SetRelativeRotation(DesiredRelativeRotation);