hi,
maybe you can get the velocity to determine its rotation.
so velocity x 0 would be rotation 0
velocity -5 could be rotation -45
velocity 5 could be rotation 45
Use a float operator (every frame enabled) to multiply.
So in this example i would multiply the velocity by 5 (but you need to test what fits best)
You might want to use something like 'Smooth Look At (Direction) and set Finish Tolerance to 0 if it has one.