Ah, sorry, the default character setup in engine is to use ControlRotation, it overrides actor rotation, so the rotation is working correctly but its not applying.
You can either tick off UseControlRotationYaw on the character or do the below (I also removed the inverse transform and just got the camera relative location instead).
https://i.imgur.com/Iu8KVDz.png
Note that should be in a function and the NewLocation and NewRotation results should be set to local variables, otherwise the SetControlRotation node will re-call RotateAroundPivot ( is just how blueprints work). It will still work but its extra overhead, and if the calls were reversed (location second) then it wouldn’t work correctly.
Edit The later version of the plugin with my custom SetRotation nodes account for the control rotation already.