Releasing input causes the character to face direction (1,0,0). I would like the input not to maintain the orientation it had right before the input was released.
Orient to rotation doesn’t seem to do anything.

Releasing input causes the character to face direction (1,0,0). I would like the input not to maintain the orientation it had right before the input was released.
The reason “orient rotation to movement” doesn’t do anything, is that the character isn’t moving.
The reason your character faces X axis when you stop, is that the input axis events fire each tick, even if the axes have zero value.
When using the character controller, you should not use MoveUpdatedCommand nor SetRelativeRotation in handling input. Instead, the PlayerController should use Add Movement Input, and if “orient rotation to movement” is turned on, the character will then turn in the right direction (and stay that way.)
Never heard of that node. So I gave it go. It did something. This was more a slightly tilted strafe. But it didn’t point in the direction where it was moving. It just sort of tilted. Was there something else to this?
You need to multiply the character right and forward vectors with the axis input values.
If you create a new project that’s a first person or third person template, and open up the character pawn blueprint, you will see how that setup works.
(Those samples decode the input in the character directly, whereas you typically want to do this in the player controller for most flexibility, but the multiplying character-vectors with input-values works the same both ways.)
Hey @TinyTracker1 I’d recommend handling your movement a bit like this
The AddMovements stack when used in the same frame so you don’t have to try and combine them, It’s also nice to be able to drop a multiplier in there for various reasons.