Just wanted to say that I also experience this… I used Move Component To in a 4.12 project, and it no longer works in 4.13… I used it to spin a chamber in a
a gun barrel after reloading, and now it moves only a few degrees regardless of the rotation requested…
After running a few tests, it appears that this is working as intended. The node shown above will (for the most part) take the shortest path by default. This means that if you set the relative rotation to 360 then the shortest path from 0 is to not move at all. If you place a number such as 180, you should see the component start to spin. I have provided an example below that continually rotates a static mesh over 2 seconds. I hope that this information helps.
I believe that the functionality changes that you are seeing are due to changes made to the movement component in 4.13 through a pull request (linked below).
Having the same issue as MrGoatsy. The workaround to use two Move Component To’s will work, but if the default function is to take the shortest rotation path then the attribute “Force Shortest Rotation Path” loses its value. I think we’ve lost functionality in favor another instead of gaining here.