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.