Some experiments on procedural animations, interpolations, tweening, etc.
Looking for code translations of this theory, I stumbled upon Keijiro's 'SmoothingTest' Repository.
I took the time to convert his code in a c++ blueprint-compatible-flavor to use this smoothing type in Unreal Engine, which is similar to Unity's SmoothDamp, but with less operations.
Accessible in Blueprints:
You can also get the gist of it here.
Rotators and practical in blueprints, but using RInterpTo on opposed angles sometimes gave me odd results.
If you find your rotations going crazy, you can try using RotatorSlerpTo() which just converts FRotator to FQuat and then uses FMath::QInterpTo() code.