Rotation flip/jump

Good day people,

I’m struggling with an issue related to rotating the player actor in SixDof.
I have an input (Pitch, yaw and roll) FRotator.
To ensure calculations are done the Quaternion way i’m storing these in my blueprint as Vector4 structs.

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Firstly I use a Slerp function to have the input increase/decrease over time:

For the actual rotating of the actor:

  1. Transforming the input to worldspace using the actors transform, to ensure that moving right is actually going right based on the orientation of the player actor.
  2. Using a Slerp function towards the new target rotation(quaternion).

My issue:
I get a very weird readout after a small lagspike of 270ms that occurs on random occasions, making the step toward the new rotation, way too big! Causing a very large rotation change ingame ranging from 10 to sometimes
180 degrees.

Kind of fixed it by not using DeltaTime on my input but a constant value.