D&D 5e is bad for this. In 2014 the skill system was half-baked: there were no mechanics or DCs for even the most bog-standard skill uses, and the DM was expected to wing it every time and decide action economy, DC/contested check, and possibly what conditions grant advantage/disadvantage. Good news for experienced DMs who knew what they were doing and already had Opinions on how to run things! They basically had a blank slate to do what they want. Bad news for everybody else.
In 2024 the skill system was basically abandoned. They simply scrapped the section that explained what skills even do (2014 managed that at least, though they never explained how rolls are resolved). It's a mess, and I'm still livid.
Now, Cunning Action allows you to Dash, Disengage, or Hide as a bonus action. This doesn't appear to help with Acrobatics, does it?
The 2024 Acrobatics skill is defined (I'm using the term very liberally) as "Stay on your feet in a tricky situation, or perform an acrobatic stunt". What type of action is it when it's not reactive? We don't know. What's the DC? We don't know. Is it part of movement? We don't know. Can you combine it with an attack action, or any other action? We don't know. Can a successful Acrobatics check grant you some sort of benefit in combat? We are strictly in homebrew/houserule territory, and there's no rules framework nor a set of guidelines that can help DMs decide that.
So with rules as written, Rogues can combine an attack with an acrobatics check as much as anyone else: they can't, unless your DM thinks they could. Maybe the DM will rule you can do it as part of your movement – regular move, or action (Dash), or bonus action (rogue's Cunning Action: Dash, or monk's Step of the Wind: Dash). It's not unreasonable and I recommend it. Or maybe the DM will rule it's an action. We don't know.
For reference, here's ALL the instances that tell us how the Acrobatics skill can actually be used in game in D&D 5.5:
action, DC = grapple's DC (typically 8+grappler's STR+grappler's proficieny bonus), to escape a grapple (PHB)
action, DC 18, to escape a chain (PHB)
part of Utilize action, DC 15 to catch a grappling hook at a ledge (PHB)
reaction, DC 15, to half the dmg from falling into water (PHB)
no action in itself, DC 10, to avoid landing Prone if you Long Jump to Difficult Terrain (PHB)
action, DC 15, to escape a Rope of Entanglement (DMG)
action, DC 12, to escape Webs (DMG)
no action mentioned (presumably part of movement?), DC 12, to leap between platforms in The Lost Library of Lethchauntos adventure (Forgotten Realms: Adventures in Faerûn)
And that's it. The system can't help you further. Go forth and improvise, cooperating with your DM, or pick another system. If you really like 5e and want to tweak it, check out Tales of the Valiant and Level Up: Advanced 5th Edition (aka A5E). If nothing else, you can crib ideas for your own houserules. Or, if you like the nitty gritty stuff, try D&D 3.5 or Pathfinder (either edition) – you'll lose bounded accuracy and you'll have a lot more bookkeeping, but it's a tradeoff for much more accurate simulation. Whatever floats your boat. :)