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));