I don’t know how to solve your exact problem but i have 2 thoughts
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are you sure that rotation goes negative? i’m new to unreal but i would assume rotations are 0-360 and then wrap around again
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doing a .01 second delay on a loop in a blueprint to animate the rotation janky af! consider setting a “target rotation” variable in the rotate event and then lerping to it on the tick event… or something else idk as i said i’m new but i am pretty sure doing what you are doing is very non-standard