How to Rotate Tank Turret along local Z ONLY based on where camera is looking? UE (4-27)

So, I’m making a tank.
The tank has a fuselage that hold the barrel on top of the tank body

I’m trying to get this so that the fuselage stays perfectly flat over the tank body and rotates along its local Z axis to face where my camera is currently pointing, BUT…
I’m not fully understanding how to manipulate ONLY the local z of the fuselage over the tank body when the tank body’s world rotation is constantly changing, driving over hills, bumps etc.

This is what happens…

But obviously it works fine on level ground, when there are no changes to pitch and roll.

What am I doing wrong? How to apply the Z rotation of the fuselage around the tank bodies local UpVector while keeping the WORLD roll and pitch of the tank body on the fuselage?

[4-27]

Try to prepare rotation from the aim use Yaw only from this into another empty rotator.
CombineRotator the tank body rotator with this rotator show us the BP that works on the flat it would help with recommendations

UE4 With Casey - Mastering Blueprints - Part 3 - Vector Math - YouTube

you probably find this video useful

Use setWorldRotation node and the rotator you want to use comes from makeRotFromZX. The inputs for this node are:
Actor Up Vector into Z
Camera Forward Vector into X

I’m away from computer but I’ll get you a screen shot when I get back.

Here was the solution, I stumbled across it while waiting 2 hours for my post to be approved, Thanks guys.

This is how you turret a child component that will be changing pitch and roll frequently.