Best way to do a smooth rotation (with wrap) based on collision input?

I’ll just answer my own question; maybe someone else will find this useful later.

The solution was that I did indeed want to make sure that the accumulated delta time had reached 1 before continuing logic. And that makes sense, because lerp operates between 0 and 1. Why it seemed problematic before, the re-activation delay, was because I wasn’t lerping between two fixed points. By making the A value of the lerp the current actor rotation, the starting bound was constantly sliding and each tick the lerp got slower until it finally reached one. There wasn’t re-activation delay so much as the lerp took much longer than I assumed it should to complete. The easy fix here was to track the previous array index and use that as the starting bound for the lerp.

Reworking for that created a flawlessly working Blueprint, and much simpler graphs.

The new detection routine:

The new rotation routine: