Changing Camera/viewer Up Axis rotation to not be Z+

Hello all,
i have a character that interacts with a animated seat . character interacts , animation plays to sit , animation plays and moves seat and character .
character has a boom slotted in the head join , i look the view so when animations play we are locked to what ever the head is doing .
when the seat finishes animating leaves the character looking up on Z. (his chest is oriented to up) .
i copy cameras rotation and apply to the controler and give back control to user .
The problem is that the orientation of the yaw and pitch are not align with final view . Its like the rotation system still sees Z+ as up when it should be having X+ or something similar .

How can i make it where ever the camera is looking to “reset” its orientation facing to that direction so mouse up /down left /right work as expected and i dont have to put new clamps on pitch (because its locked at +90)

Thank you for your time ,
Best !

Hello @firebblade ,Welcome to the forums!

Could you share the code or Blueprints you’ve implemented so far?
That way we can take a closer look at where the problem might be.

Also, are you using the first-person or third-person template?

I’ll wait for your response to see if I can help you!

i think at the end of the animation you want to get the relevant rotation of the camera, set it as a variable, and then set that to the relevant rotation of the camera afterwards. it sounds like its converting between local and world space.