Well, the solution was a bit easier than i thought after all that, the problem was that the actor rotation was being set on the controller, then attempting to set the actors rotation via getting their already set rotation from the character; so i guess the two conflicted causing it to seem to spasm out.
So what i did, was have an event tick send a call function relaying the info from a mouse hit channel function to the character, then on the character set up a on client and on server custom events to relay the information to the clients.