Additive animation + Look At Skeletal Mesh Blueprint. How to limit the rotation after additive animation?

I have an additive animation of a person shaking their head in disagreement.
The skeletal mesh character will also track the player and look at them, reacting to prompts made by the player.

I would like the character to keep looking at the player and response with the head shaking animation. However,
when the character is at the clamped limit of the look at function (i.e. player standing directly on their side or behind), applying the animation of them shaking their head will exceed the limit, making them look freaky turning their head more than they should be capable of.

Is there a way to apply a clamped bone rotation after applying both? I would like to avoid having to set the look at function to have a smaller clamp limit just to support the animation.