We are using AimOffset2D to help prevent hair from clipping during look-ats. This works great for any idle or walk animation, but breaks on our turns.
It seems the AimOffset uses its own origin to determine the look-at vector (Forward X), but our character has root rotations that change their orientation when turning.

As a result, if our character is 90º into a turn, the Up-and-Down look-ats will make them tilt their head left and right putting ears to their shoulders, exacerbating the hair clipping we wanted to prevent in the first place.
Is there any way to set the aim vector based on a joint/socket so it updates dynamically when a character is rotating so that forward for the aim offset always is forward for the character’s current motion instead of being based on the origin?