Ok, there’s two things:
-
In a timeline, you have to pre-calculate all coordinates before going into the timeline. You’re sampling the actor rotation during the timeline, which will give you all kinds of weirdness. And possibly this along will solve your problem.
-
Almost all the rotation nodes in blueprint suffer from the problem that the engine likes to correct 180 to -180 and vice versa. There are two ways around this I know, Quaternions, or using rinterp ( in some circumstances ). So, have a go with (1) above, and if this doesn’t solve it, I’ll show you the rinterp method.