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

I managed to get combine rotators working and while its a bit better now, the issue where the sight gets rotated too far with the rotation is still persisting.

Here’s the changes I’ve made to my anim blueprint since my last code sample upload. I’ve added a new blend node after the aim offset pitch rotation like MostHost suggested in order to prevent the arms from moving with the aim offset. So now only the spine area is bending down, preventing the arms from moving in the weird directions they were. The code for the CurrentHandAimRotation calculation is also shown. The deadzone variable is from the C++ function that calculates the deadzone and the sway which is lerped to from the current rotation. I’m then converting the shotgun sight rotation to a quaternion since the C++ deadzone variable ends up as a quaternion and then combining the two rotators as the variable’s set value.

This is the current result.What I need to find is some sort of way to prevent the gun from rotating up and down like that and keeping its Y axis stable. This might be a really obvious thing that’ll I figure out as I proceed but it doesn’t hurt to have another pair of eyes take a look. Thanks again!

EDIT: I ended up removing the combined rotators because it was causing too many issues. However,I managed to get the sight perfectly centered using a combination of the camera position math from a few posts ago AND the movement of the hand bones in sight socket space. The only problem is, you guessed it, the Yaw of the sight gets ever so slightly offset when looking up and down.

I’m starting to believe its another factor entirely, possibly the variable controlling my aim offset yaw and pitch. When I enable “Use Pawn Control Rotation Pitch”(which I DON’T want to use since I want the full body mesh) to test the pitch at raw value, the sight is perfectly aligned no matter where I look. This has me thinking that perhaps I could blend some of the stock first person arm mesh poses over the aim offset on the arms to keep the arms aligned like they are when Pawn Control Rotation Pitch is enabled while simultaneously keeping the full body visible.