How would I use delta time in this situation?

I’m working on another project where I need an actor to move and rotate at the same time and the same direction as the player with absolutely no delay. Somebody came up with this method, but it uses Event Tick, and as a result has a slight delay that makes it useless for my purposes.

I’ve used the delta seconds to fix similar issues before, but I can’t seem to find a way to use them in this situation. Simply multiplying the Delta Seconds by the rotation or the movement vector doesn’t seem to work in this case.

If I understand, you want the rotations to happen in the same tick for 2 Actors. Perhaps in the PlayerController, ensure that your Pawn’s and the other object’s rotation are done at the same time. E.g. get the references for both the Pawn and the object, get the rotation parameters from the input, and apply them all at once. Or derive your Pawn class, add a reference to the other object, and override the movement to update both at once.

How might I go about doing that with Blueprint?