I searched the web a little, and so far all the advice I had found achieve that the pawn turns to the new direction smoothly, but the actual velocity of the pawn still changes sharply, so with low enough turn rates character just walk sideways after going around the corner.
I thought that this might be remedied by making the AI controller always accelerating character straight in the forward direction, and turning to the destination vector according to the turn rates. So when reaching a sharp turn, the character will be forced to continue walking\runnung forward until it turns to a new direction, resulting in smooth trajectories with no sharp edges. Can this be done? At the very worst, can the AI controller commands to the pawn be intercepted and overridden (Like acceleration vector and such) in blueprints?