Timeline loop problem

I would change your rotation from relative to absolute: use “set actor rotation” instead of “add rotation”. I would save the initial rotation on begin play. Then for each timeline update, combine two rotators. The first should be your initial rotation. The second would be the lerp (from 0 to 1) multiplied by the maximum yaw degrees to rotate and the product converted to a rotator. I would think this should resolve your issue. In an ideal scenario, you should be able to add rotation endlessly and get the same result. But over time I imagine it deviates more and more from the expected result. Weird that it would stutter though. Is this in a multiplayer scenario by any chance?