Sprite rotation using quaternions

Hello! I’m facing the gimbal lock issue and can’t resolve it. I want ro rotate my sprite by pitch. And after 90 it goes crazy. Nothing help me at the moment and i want to try quats. Here is my code:

float dg = tan(1 * 3.141592653589793 / 180.0);
 FQuat qt = FQuat(GetActorRightVector(), dg);
 FRotator rt = FRotator(qt);
 AddActorWorldRotation(rt);

But after 90 degree my sprite flips.
Can some one explain me how to use quats correctly ? Or some workaround ?

Thanks.

I believe quaternions need to be multiplied in order to correctly apply rotations.