Spirng arm rotation issue

Hello everyone.

I try to rotate my third person camera and it goes well.BUT when I rotate my character(using control rotation) AND then rotate camera, it starts spinning faster than light.

[Video][1]

Any help appreciated.

Rotate player and camera:

void AMyCharacter::TurnCameraAndCharacter(float Value)
{
	if (bTurnCameraAndCharacter)
	{
		FRotator CameraRot = CameraSpringArm->GetComponentRotation();
		CameraRot.Yaw = 0.0f;
		CameraSpringArm->SetRelativeRotation(CameraRot);

		FRotator NewRot = AMyCharacter::GetActorRotation();
		NewRot.Yaw += Value;
		
		this->Controller->SetControlRotation(NewRot);

	}


}

Rotate camera:

void AMyCharacter::TurnCameraYaw(float Value)
{
	
	if (bIsTurning&&!bTurnCameraAndCharacter)
	{
		
		FRotator NewRot = CameraSpringArm->GetComponentRotation();
		NewRot.Yaw += Value;
		UE_LOG(LogTemp, Warning, TEXT("turning Yaw"));
		NewRot.Roll = 0.0f;
		CameraSpringArm->SetRelativeRotation(NewRot);
		
	}
	
}

void AMyCharacter::TurnCameraPitch(float Value)
{
	
	if (bIsTurning)
	{
		
		FRotator NewRot = CameraSpringArm->GetComponentRotation();
	NewRot.Pitch += Value;
	NewRot.Roll = 0.0f;
	CameraSpringArm->SetRelativeRotation(NewRot);
	
	}
	
}

Character setup:

AMyCharacter::AMyCharacter()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	bIsTurning = false;

	//RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
	CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));
	CameraSpringArm->SetupAttachment(AMyCharacter::GetRootComponent());
	CameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 50.0f),FRotator(-60.0f, 0.0f, 0.0f));
	CameraSpringArm->TargetArmLength = 400.f;//camera distance
	CameraSpringArm->bEnableCameraLag = true;
	CameraSpringArm->CameraLagSpeed = 3.0f;


	//CameraSpringArm->collis

	Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("GameCamera"));
	Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);

}

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