Hi
I created a timer (loop, 0.01s, max 1 per frame) who starts when the player is aiming and stops when he’s not aiming anymore.
In the timer, I do a line trace to get the location where the current player camera is aiming to (=crosshair) and I get the weapon muzzle location and rotation (socket).
I use the node “Find look at rotation” (start=muzzle location and Target=Camera aim location) and get the “delta (rotator)” between “Find look at rotation” output and the muzzle rotation. This gives me the pitch and roll offsets values needed to adjust aiming in player’s animation Blueprint.
From the Animation BP, I get these values and adjust the procedural aiming accordingly. (should also work if it’s a BlendSpace). I use some curves (or LERPs) to apply corrections smoothly.
Probably not a good idea to manually rotate weapons. Best way to update aim animation is to use an Aim Offset.
Here’s the first tutorial that popped up on google:
If you alraedy have the aim up and down anims made, you’ld need to adjust the additive settings as shown in vid and stick them in the blend graph.



