AI RotateToPlayer jitter

Hi everyone!
I make an educational project in UE4 with blueprints, and have a little question about NPC jitter, when i use SetActorRotation function with RInterp To node. I call it every tick from my behavior tree with my own task, when player comes near the NPC, and then unfortunately rotation looks little antsy (video in attachment).
So is there any stable way to rotate my mr. Bot without this jitter? Should i use animation rotations instead of procedural rotation? Maybe it is not a good idea to call task and then tick every time?

On screens below mrBot - my NPC character, is made from standard TPS character, mrBotController - his AI controller, and RotateToPlayer is a function, called from mrBot’s blueprint

mrBot’s RotateToPlayer side within NPC blueprint:

mrBot’s behavior tree task side:

and here is the behavior tree, where rotation task is marked with red:

this is how it looks like (youtube):
[NPC jitter when using SetActorRotation - YouTube][4]

Well, this is the problem of UE4 behavior tree Tick frequency

The UE4 behavior tree Tick frequency is up to 30fps. If the node refresh rate is higher than this, although its deltaTime is the target value, it is logically 30fps. For example, we have a Service node, and its Tick frequency is set to 0.016 (60fps) , Then the deltaTime of his Event Tick AI node is 0.016, but the actual refresh rate is still 30fps

322383-qq截图20201117231952.png

The only solution is to transfer the logic of the behavior tree node to the normal blueprint