Suggestions for controlling Forward vector in a JRPG top down style.

I am playing with isometric game prototype.

And best way for it that i found now is using very simple AI bot for my character pawn. Actual player pawn is spectator camera that i can navigate and move. It has target actor that is placed bit ahead of camera focus point on ground (or where camera forward vector hits ground). I can move camera around and thus target actor moves.

Then player AI pawn gets location of that target point updated every 0.1 second (you could update it to center of tile when it moves to new one).
When i update that location i give AI pawn order to either face that location (keyword for blueprint nodes is: FOCAL POINT) or move to that location.

This setup works best, because AI handles all animations (strafing going backward etc, are no longer handled by my code, they are handled by anim player blueprint and C++ code inside it).

This also has advantage of easy extending single player tps to squad based game where you control 4 or so pawns/characters.

however there is some learning involved (took me 3 3evenings to go trought it all and learn how stuff works):

Main difference to this setup from tutorials is that i send keyboard input to spectator camera pawn,
and then that camera pawn sends orders to actual player character like it was AI bot.