Make parent rotation match child rotation

Yes, I’m using MoveComponentTo()

UKismetSystemLibrary::MoveComponentTo(GetCapsuleComponent(),
CharacterLoc, CharacterRot, false,
false, .2f, false,
EMoveComponentAction::Type::Move,
LatInfo);

and once I give the CharacterRotation, it just locks the actor rotation until the movement is done.
so with that i just switch the mouse input to add rotation to CharacterMesh instead of whole actor.