If the character and the controller are not turning at the same time, you can achieve the freelook, but then you need to handle the body rotation when you rotate the head too far. I didn’t include that in the tutorial because my method doesn’t work well yet. So I have a custom function that tracks my two rotations and force the body to turn and re-align with the head/camera when needed.
When strafing, the body turn quickly to align with the camera. In which case using a blend space for your strafing animation should do the trick.