Oh cr*p! i already tried to answer an it logged me out when i pressed the post button… -.-
Meh… i’ll try to replicate my answer again:
Even with that setup your character will move before reaching the desired rotation, and that’s because everything is in the event tick. You’ll want to make a check and compare the actual rotation that character has against the target rotation and only when it’s equal, proceed to the simple move to location. With this you’ll probably want to tweak you RInterpTo values to speed it up to make it dynamic.