Remove pitch limit from camera

I’m trying to get my camera able to circle a character with no pitch limit (to be clear, if you dragged down on your mouse your camera would look straight down, then show the character upside down, then return to the starting position in that order).

Is this possible using blueprints? Or with minimal c++?

I assume the camera is not able to surpass the maximum straight down & straight up pitch due to gimbal lock, and I’m okay at c++ but I have no clue how to implement a quaternion based camera system, are there any solutions in my reach?

If anyone comes across this in the future

Create a c++ class in ue5, create a new function blueprint that converts Euler angles to quaternions(Function A), create a function that modifies the actor’s relative or world location (Function B) connect your inputaxis blueprints into the function A, which converts the euler angle to a quat, then plug that quat into your function B

C++ required AFAIK