True First Person Shooter Camera with 2D Aim Offset: Body Rotation & Weapon Position Issues

I see the distinction between the sight vs hand_r space now, I’ll correct that. What nodes would be best to do such a calculation? The alpha value for the interpolation is fed through a simple timeline in the character blueprint when the button is pressed. I haven’t had much of an issue with the bone lagging behind but if it becomes a problem I can easily move it to the anim graph.