Root Motion in AI - problem with rotation

Hi

I’ve been trying to get an AI to be driven by root motion only, ignoring character movement component entirely.
Managed to find a relatively simple solution to have the AI navigate and find the player’s location. It goes around objects just like it would with AI move to.
But whenever it needs to take a turn say 90º or 180º it’ll just snap into that rotation. If i’m in front of it and start strafing around it’ll rotate smoothly enough, but as soon as I step more than 90º it’ll snap rotation.
Any ideas on how to make this smoother? I’ll leave a screenshot of the BP i’m experimenting with.
Tried using Finterp to and Rinterp to, even timeline but nothing seems to work properly or maybe i’m not using them properly.
Any sugestions?
Thanks!

SOLVED
After spending some time tinkering with different configurations I solved the issue.
So I used a Rinterp to right before set actor rotation, got current rotation from self and linked it to current, target to the make rotator, get world delta seconds to delta time and the thing that really made it work was make a turn rate float and set the initial vale to 1.5 or 2 and now he makes a small curve when following me around corners. Somehow this worked, even though before I was inputting the value directly and did nothing.
Hopefully it’ll help someone else who might be having the same trouble.