Red Orchestra 2 Style Deadzone Aiming?

Hello, I was wondering how exactly I would go about implementing a Red Orchestra 2 “Deadzone” style free aim, as seen here.
Any suggestions?

Have a look in at APlayerController::UpdateRotation() & APlayerCameraManager::UpdateViewTarget().

Both can be used to delay applying the player pitch/yaw input to the viewport using clamp or similar.

If you’re looking for a Blueprint version, make you’re own PlayerCameraManager Blueprint and overide the BlueprintUpdateCamera event.