Clamp controller rotation Yaw

Yea so here is what I have.

My mouse input.
photo MInput_zps2bc7caff.png

My movement input, I am using actor instead of control so I can rotate the camera without effecting the players direction of movement, when I activate freelook.
photo MovInput_zps5a1636d8.png

This is how I am enabling my freelook. Basically just turning off controller roation yaw. Then turning on the freelook boolean, which when activated uses my “clamped” input yaw.
photo EnableFree_zpse89493f1.png

And now my clamp. Which is connected to the long string going off screen connected to my Mouse Input branch with freelook condition in the first screen I posted.

V1, This works just not consistently. My numbers are never clamped correctly, always overshot dependent on the mouse movement.
photo ClampV1_zps682c740f.png

V2, This clamps the numbers, but doesn’t stop the rotation at all. Its like the clamp isn’t even there.
photo ClampV2_zpsfb075983.png

V3, Does the same thing as V1, It was just a different approach…
photo ClampV3_zps175dc0f8.png

V4, This was me attempting to translateanswers.unrealengine.com/questions/63524/limiting-pitch-rotation-on-object.html into blueprint. Does not work at all…
photo ClampV4_zpscb400578.png