How to smoothly rotate a character to target, without moving

crap, k new question thats totally relevant. i need to know when the character is looking directly at the player/target. so i did a if RinterpTo resulting rotator is equal to the input target variable (made from the FindLookAtRotation) then print “done” didnt work.

so i figured maybe theres some pitch or roll going on so i break both rotators and check if the yaw is equal between the two, still doesnt print “done”

is there a better way to compare rotators?