Animation for head rotation?

Hi folks,

I’m new to both Unreal and Maya. I’m trying to understand how I should go about rotating my character’s head in Unreal. I’m following a tutorial on a “true first person” camera approach, for Unreal, and it mentions the use of additive animation poses for the head rotations. This makes sense to me so far as I would create several poses in Maya for my head (up down left right etc) and then in Unreal I could blend those driven by mouse input.

Does this sound correct? Or is it better to somehow control a joint directly via C++ and rotate it as needed, letting the model rigging drive the rotation?

I’ve limited experience in animations, but it sounds like what you would do is indeed use blendspace and tie it into the yaw value.