Clamp controller rotation Yaw

Hey thanks for the reply I took a look at the tutorial and tried it out, but It seems to be for a different camera setup, and its hard for me to understand what I need to apply without seeing it in action, I gave the clamp part a shot but he does not use the yaw input nodes and because of this my camera does not work since it is based off the character yaw input. Although his system would be useful for another project I am interested in pursuing.

Right now mainly all I really want to know is why my clamp which should work, does not work. It doesn’t make any sense to me that even though the numbers are clamped 100% the camera is still updating its position beyond the clamp. Even after I tell it to reset its position to my clamp should it go past it (The camera position does not reset just the numbers).

This can mean only 1 of 2 things that I can see, either that A there is a bug, Or B I am clamping the wrong thing, or I am clamping to late in the process. At this point what looks like needs to happen is any remainder mouse axis value after I reach my clamp needs to be nulled or ignored (which is what I thought I was doing already).

Currently it looks like what is happening right now is that my initial mouse swipe (from before my clamp is reached). Is being fully calculated into my rotation because it exists before the clamp in priority. So the entirety of the initial swipe is being calculated beyond my clamp “Before” the clamp is applying itself, because the initial mouse swipe is considered a single event, the clamp is not processed until that event is finished. This would explain why the clamp works correctly after it is reached, but not before, And would also explain the inconsistency with the amount of over rotation I am getting.

Thing is I don’t understand how the axis value itself is calculated and applied and because of that it makes it difficult to come up with a solution.

Hopefully that all made sense…and thank you for all your guy’s efforts so far.