Strange behavior rotating actor on Y axis

I´m developing a sidescroller game 2.5D and i´m struggle to work with how Unreal deals with actor rotation which seams very odd. I want to work with a “2D” rotation which in theory should be just like rotate in 1 axis (y/pitch in this case). Instead result in angles to 0º to 360º (or 0 to 2Pi) or work like sin/cos behavior (0º > 180º > -180º > 0º), Unreal seams to have a strange behavior which when a Y angle goes above 90º, X and Z angles change to 180 or -180 and angle flips direction. This could be illustrated as the image above which we can see how Y angle scales related to the current angle:

263919-rotation-maping.jpg

Above it can be seen how X and Z angles strangely shifts by itself to 0 to 180/-180 for no reason changing the rotation mapping for the Y angles:

So if we input a number to set the Y angle for a actor (even forcing X and Z to 0) we will only have correlation for angles between 0 and 90º. Strangely, the way it works we have same angles values for different actual angles (due the X and Z flipping).

The way it behaves makes things a lot of more complicated forcing to create some remapping system in order to get and set rotations.

Why rotation works the way it works and how is the best way to work with 2D/single Axis rotation control for a actor?