Two different TPC projects uses the same AI Controller for movement but act different

Hi! I have a test project and my main project. I have this Player Controller Blueprint that does all my movement and makes the camera stick behind the character (similar to WoW). I tried it in the test project with the regular mannequin, it worked great. Then i made the exact same Player controller in my main project. It works, sort of. The A and D key rotate the camera and the character rotates with the camera. However in the main project the character doesn’t rotate as near as fast as it should. It should completly stick to the character back like in my test project but in the real project it’s just way fast than the character. The character does rotate, just not as fast. I can’t find any difference in the ThirdPersonCharacter BP or anything else. Any Ideas?

Here comes pictures of all my functions.
As i said, the same bp works in one project and not in the other.
Move Forward: Screenshot - ecafb2350db33dd5d43b0bc12b8fdd51 - Gyazo
Rotate: Screenshot - bfd5be5aeba57a9445b1bfebe95adbb3 - Gyazo
Rotate Camera: Screenshot - 9616af2ea14b11b0cc0305ffbd8b7713 - Gyazo
Rotate Character after Camera: Screenshot - d4ec51589f26ded67294a4969e1d3da0 - Gyazo
Forward Function: Screenshot - 5f6cd21db57a7977ca68501d97afb848 - Gyazo
Strafe Function: Screenshot - da7ffa289aba2cd245d653610256fc54 - Gyazo