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AI Pawn rotation via Behavior Tree task

I tried to create a simple AI guard which stay on position but can rotate smoothly on some degree but I had found this is not so easy. **AddActorLocalRotation **node working as instant rotation but nothing else seems to work.

After a few attempts, I realized that don’t have any suggestion how AiController dealing the movement of the possessed pawn and didn’t find any useful info. Can you help me with this?