Set actor rotation in blueprint the same way as in editor?

I am attempting to set a series of sliders in UI that acts similarly to the transform section of the editor panel on a mesh. Right now I’m having a hard time wrapping my head around how Unreal is handling rotation values. I’ve added a GetActorRotation node to the blueprint and am printing the value of X (roll). If rotations Y and Z are set to 0, it will print the correct value as long as it is between -180 and 180, but will print a value that is equal to the end rotation if it is outside that range. So
editor = -150, print = -150
editor = 40, print = 40
editor = 200, print = -160
Is there a way to capture the value how it would be displayed in the editor? Mainly I would love to know how many times the object has made a full rotation.

The second issue is that when I add rotation values to y and z, it seems to effect the x rotation.
editor x = 100, y = 0, z = 0: print = 100
editor x = 100, y = -150, x = -150: print = -80
This means when I want to set the x rotation value to 100, I’m unsure of what value I should be sending based off of what the other axis values are. Is there a way to say “no matter what, set the x rotation value to 100?”

Playing around I found that remapping the rotation values to be between -180 and 180 at the start seems to solve the problem. So taking the original value, dividing by 360, then taking the remainder and checking if it is between -180 and 180, if its above 180 subtract 360 if its below 180 add 360, seems to do the trick. I can take the value from the division by 360 to use as a starting point for counting full rotations. Then with the sliders as long as I keep running it through this function I can keep the values in the manageable range.