Just set that setting to short and use MovementAction_SnapTurn or a custom move action. I need to go in a optimize movement actions so they use the delayed movement processing (FScopedMovement) of the CMC but it works as is.
Its only snappy with bytes because its not enough precision for the pivot and offset to not be noticeable, FPS games don’t require that kind of precision.
Regardless its a 1 byte difference on repped movement and only happens when it changes, so during turning or smooth movement.