If you stop that motion in a single player game that’s fine just put a bool in the animation blueprint to set a different set of animations. You’d need a per bone blend with the float alpha set to use the bool.
For multiplayer this will result in all other players seeing overly static anim state. I would suggest that you try using a fabrik node in the animation blueprint that you control with either math or a spring arm with some small camera lag in the player pawn the second gives a smooth result but can add complexity depending on the skel mesh socket it’s attached to. You may need to add a scene component to the spring arm end point to make referencing it easier.