How to control camera roll/tilt in UE5 FPS with mesh->camera hierarchy without transform inheritance conflicts while maintaining visible body?

I encountered an interesting problem from a friend learning Unreal Engine 5. He can’t set camera rotation from code, which I immediately recognized as a hierarchy issue, but with specific requirements:

He wants to maintain true first-person camera (visible body) while being able to rotate the camera via Blueprint, which currently doesn’t work.

My initial idea was to disable, Use Pawn Control Rotation but this causes camera jitter since it’s attached to the head bone.