# Clamping Camera Pitch Rotation of a Floating Pawn

**URL:** <https://forums.unrealengine.com/t/clamping-camera-pitch-rotation-of-a-floating-pawn/2594380>\
**Category:** Blueprint\
**Tags:** unreal-engine, question\
**Created:** [July 7, 2025, 12:57am UTC](https://forums.unrealengine.com/t/clamping-camera-pitch-rotation-of-a-floating-pawn/2594380 "2025-07-07T00:57:38Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![HaydenPrismatic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/haydenprismatic/32/1017219_2.png) [@HaydenPrismatic](https://forums.unrealengine.com/u/HaydenPrismatic)\
**Post date:** [July 7, 2025, 2:08am UTC](https://forums.unrealengine.com/t/clamping-camera-pitch-rotation-of-a-floating-pawn/2594380/2 "2025-07-07T02:08:27Z")

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Hi there,

You should be able to do this easily enough by only adding the relative rotation if the end result ends up in your desired range (-80 to 80 in this case). Here’s a screenshot of my implementation for reference:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/9/1/991ab4c0fdcf5f3e5f3f547d57879448be161716.png)

Since we don’t care about clamping yaw, we always apply this rotation, and we just selectively apply changes to the pitch. It’s also worth noting that I have made the Input Action value type an Axis2D and mapped it to Mouse XY 2D-Axis in the IMC so that I could pull through the Mouse X and Y slightly more elegantly with just the single node, but this isn’t strictly necessary.

Thanks,  
Hayden

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