In your pawn class if you are writing in C++ set bUseControllerRotationPitch to false
else if you are writing it using blueprints untick UseControllerRotationPitch.
Thanks for the answers but is it possible to do that the upper part of the body is for aiming and the lower part is for movement because by unticking the UseControllerRotationPitch I find myself unable to aim at the ground.
You need to implement an “AimOffset” i think.
The only reference that comes to my mind right now is inside the AnimBlueprint of the ShooterGame example.
Else you could google for “AimOffset” or search in yt.