How to achieve smooth rotation using Navmesh? (actor keeps snapping towards direction)

Realistically, for a large creature that needs specific pathways, you would animate the turn using root motion so that the X/Y/Z are accurate but can always be adjusted at runtime (no guarantee your terrain is flat or spacious enough afterall).

Srill, its done via Animation as a starting point rather than some wierd code or calculation.
That’s the only way you’ll avoid foot sliding.

Its very similar to how turn in place would work, but turn in plqce is easier to implement as it doesnt really beed a full animation like you do for the arc movement.

Oh and the whole discussion above with checking this that and the other is a dud and was always a dud.
The only way to achieve good motion AI side is to specifically code the AI to use the correct motition.

Unless you want to somehow relay on the mess they made with the pose selection stuff that’s just come out. Stuff which epic claims is able to choose a best matching animation automatically after being trained on an animation set. At the moment, I can pretty much guarantee anyone that it’s publicity Bs rather than a working and functioning system…