Quick answer: Enable Interpolation on the Look At node, clamp the look-at angle so the target can’t demand a 180° turn, and blend the node’s alpha out when the target leaves the valid cone.

A character’s head tracks the player with a Look At skeletal control. When the player walks behind the character, the head snaps violently — the node tries to point at an unreachable angle.

Enable Interpolation

The Look At node has interpolation settings. Turn them on with a sensible speed — the bone eases toward the target instead of snapping each frame.

Clamp the Angle

Heads can’t spin around. Set the node’s look-at limit so the target direction is clamped to a believable cone (e.g. ±80°). The bone tracks within the cone and stops at the edge instead of snapping past it.

Blend Out When Out of Range

// in the AnimBP, drive the Look At node's alpha:
LookAtAlpha = (AngleToTarget < 80.0) ? 1.0 : 0.0;
// interpolate LookAtAlpha so the blend itself is smooth

When the target moves out of the cone, fade the node’s influence to 0 so the head returns to the base animation — rather than fighting an impossible angle.

Distribute Across Bones

Split the look between spine, neck, and head bones (multiple Look At nodes or a chain). Each contributes part of the rotation — more natural, and no single bone has to do an extreme turn.

Verifying

The player circles the character. The head tracks smoothly within the cone, eases to the limit, then blends out gracefully when the player is behind. No snapping.

“Look At needs interpolation, an angle clamp, and an alpha blend-out. All three kill the snap.”

For believable gaze, also add a small delay before the head starts tracking — instant tracking reads as robotic.