Head turn problems in aimoffset

Hi, It’s a Good day. But I’m sad because of the problem in my aimoffset.

I made my own aim pose, the angle of the character pose direction are almost -120 to 120 to make dynamic.


When the character’s aim direction(angle) becomes 180 to -180(when the character look back), the head turns backwards(like a ghost or something like creature).

If I made the character pose assets less dynamic(look -90 to 90), the head turns fine, but if the assets are made close to the backwards, head turn become weird.

I think the aimoffset finds the shortest path of the head, So When character looks back(aim direction’s sign become opposite), the aimoffset go to the shortest path(head turn backwards)

How can I solve this? Should I use the lerp or something?

Hey @user_00c96fba74b637174f86d129b8b31c57e627bca5210e839a4cbb79! Welcome to the forums!

Try using clamp nodes! You can specify a minimum and maximum and it will not allow the float to go past that range. You’d have one for the Z (Yaw) and one for the Y (pitch), between the Delta (Rotator) float output and the SET nodes. For Z you could do -80min to 80max or something like that so it doesn’t imitate an owl. For Y you could use -45min to 70 max. You can fine tune it once you get the clamps in! :slight_smile:

Give that a try and let us know how it goes!

Hi, It’s a good day. Thank you for your answer!


As you said, using clamp to restrict the character Yaw lead to the correct head turn.

But I want to make looking back Aimoffset. Sorry for my lack of question explanation.


Clamping the yaw solves the head turn problem, but character cannot look back.


My wish is my chacracter can look back and the yaw becomes opposite, head turn properly(not backwards)


This is the situation now.

I need to solve this problem(because I want to add parthian shot in my game!)

I want to upload short videos to explain more easier but Forum said, New user cannot upload the attachment ;( Sorry for using only pictures.

So, the numbers -120 and 120 don’t solve the problem?

I read over your post a few times before realizing the true issue- you’re not using an aim offset. You’re using a blendspace! :stuck_out_tongue: those are two different things- an aim offset should natively prevent the over-rotation.

Check out this official how-to on how to make an aim offset and see if that helps you!

Hi, Sorry for my late reply.

My problem was caused by the Weight Speed of Aim Offset.

Using only weight speed of aim offset or using weight speed and interpolation both can cause head turning backward.
With using interpolation and not using weight speed can solve my problem.

Thank you for your answers, and have a nice day. :melting_face:

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