Clamp rotation between two components

Okay I’ve got some result with this setup :
Get skeletal mesh world rotation, get min/max values by subtract/add the clamp value (45° in my case).
Get the relative rotation of the controller, clamp this rotation with previous defined min/max values and set new actor relative rotation with these. BUT X rotation flicks, I had to remove clamping on X axis.

However I have another child actor which needs a local offset, and this clamping doesn’t work if I add any local rotation offset. Any other idea ?