AddActorLocalRotation
sets the rotation with respect to the current rotation. But note that if you do it twice, the rotation the second time is with respect to where the actor was after the first part of the rotation. Assuming newRotation is the eventual rotation you want in local space, I think what you mean to do is to first compute the final rotation (use ComposeRotators(GetActorRotation(), newRotation)
) and then slerp between the actor’s starting rotation and that rotation.