UE4: C++ Actor Tick Problem

I was trying to multiply the deltatime with a float value to get a new number and add it to the actor, but it was giving me weird effects.

Here is my code:

    FRotator curRot = GetActorRotation();
    float deltaRot = DeltaSeconds * 50.0f;

    if (curRot.Pitch >= 360.0f)
        curRot.Pitch = 0.0f;

    SetActorRotation(FRotator(curRot.Pitch + DeltaSeconds, curRot.Yaw, curRot.Roll));