How to convert velocity to axis rotation roll only

Hello, i have specific trouble with converting vector direction to local roll rotation,
for example i have an “base actor” with plane object, i want the plane to rotate itself by roll only,
and i have sphere object inside the same actor, it can move around plane and does have velocity.

The plane and sphere are placed in same actor, but they are not parented to each other.

I can’t find a way to convert velocity direction to local rotation axis roll value only, so plane should rotate itself by roll
and plane’s edge will always look at sphere’s direction, no matter where sphere goes, plane should only rotate by X.

The calculation should be in local space because the “base actor” can rotate in the world also and plane should rotate accordingly to base actor.

Any help would be appreciated, thanks in advance.

Any help please?

Here is my current setup if anyone wonders, wire comes from event tick.
It gets direction of sphere, and turns the plane for right vector,
it works but kinda odd and glitchy, plane is attached to camera and sphere does have free movement around plane.
Any help would be appreciated.

Here is how it looks like, red arrow (is right vector) plane with that arrow should look at sphere, it does work fine if i keep it high (plane is attached to camera), but when i move camera down, it gets reverse aligned and stops tracking the sphere.

242202-screenshot-107.png

In the next image i moved camera down, sphere is under plane, but plane doesn’t track it with red arrow, i can’t find way to fix it.

242203-screenshot-108.png

Nevermind people, i already found way, i’ll leave solution in the image if anyone will need the same logic.

I almost forgot that i can use delta rotation and use map range clamped to achieve values i need.

Also now i just rotate sphere by mouse delta instead of moving it, so plane will always look where sphere does by forward vector multiplied.

242208-screenshot-111.png

Final solution which is simpler.