Yes, in the animBP create a new variable and call it I dunno “AimOffsetRotation” or something along those lines then get the owning pawn’s control rotation (Try Get Pawn Owner drag pin and Get Control Rotation) from the rotation return right click and Split Struct Pin grab the Pitch value and multiply it by -1…on second thought this will be better represented in a screenshot:
You set the X (Roll) value in the variable because the character is looking up & down and X is the forward vector of the bone for pitch. The Clamp is where you set the limit in degrees each bone should rotate in this example I am setting the modify bone transform rotation on 3 bones, spine_01, spine_02 and spine_03. so each is limited to 15 degrees of movement.