Hello,
I do not know about 2D, but logically it’s the same;)
Get the character / pawn rotation, split the output node to float, take the Z and put InRange (float) from 0 to 180 for the right, one branch, is true setActorRotation 90, is false setActorRotation -90 …
After, it will not work with you can also use the directionVector 1Y or -1Y for rotate. If Z rotate does not work do not forget to tick use Z rotation in the Bp options of your Character / Pawn …
In my example i use Macro for futur Timeline, these are values for me, and the variable is not necessary … And at the end of the chain is a simple return node.
I hope it will help you a little …
Ps: There is probably something more simple to do, but I am a noob;)