my game is very animation-senzitive, I can’t afford any snap in the movement that is why I am using add movement input and add actor world rotation together, all these powered up by some timelines and I plan to use that angle to set the length of my timiline. For example, if there are 110 degrees between the forward vector and the starting location I plan to set the timelime length to 11 and move 10 degrees every second. I’ve tried to use the dot product but either my math is broken or the algorithm is not doing what I intend.