Quick answer: Place the Skeletal Control node after the animation pose in the AnimGraph, set Alpha = 1.0, and choose the correct Bone Space for your offset semantics (Component or World for axis-aligned tweaks).

A LookAt node points the head at the player. You wire it up, drop it in the AnimGraph, hit compile. Nothing happens. The head ignores the LookAt and continues to play the locomotion animation as authored.

AnimGraph Execution Order

The AnimGraph evaluates left-to-right, pose flowing into nodes that modify or blend it. The final node is connected to Output Pose. Anything downstream of the animation source can modify the pose; anything upstream is overwritten when the animation evaluates.

A common mistake: connecting a Skeletal Control directly to the State Machine output, with the animation feeding both. The Skeletal Control runs in parallel and the animation pose is sampled twice independently, with the Skeletal Control’s output discarded.

Correct AnimGraph Layout

State Machine -> Transform (Modify) Bone -> LookAt -> Output Pose

The pose flows: locomotion plays, then Transform (Modify) Bone tweaks (say) the spine, then LookAt orients the head. Each node receives the upstream pose and emits a modified one.

Step 1: Verify Alpha

Every Skeletal Control has an Alpha pin (default 1.0). Reading from an AnimBlueprint variable that starts at 0:

// Anim Blueprint event graph
void AnimNotify_BeginLookAt() { LookAtAlpha = 1.0f; }
void AnimNotify_EndLookAt()   { LookAtAlpha = 0.0f; }

If you forgot to set Alpha to 1 anywhere, the node is wired but inactive. Open the node in the AnimGraph and check the constant value or the variable feeding the pin.

Step 2: Bone Space Choice

Open the Transform (Modify) Bone node. Three space options:

Picking the wrong space is the most common reason a tweak rotates in a direction that looks correct in the preview but bizarre in-game when the actor rotates.

Step 3: Translation/Rotation Mode

Each component of the modify has a mode dropdown:

For a head-pinning effect (always exactly facing a target), use Replace on rotation. For a slight cosmetic tilt, use Add to Existing. A common mistake is leaving the default Ignore on translation while setting a value — values are sent but never applied.

Step 4: LookAt Specifics

For a LookAt node:

If the head rotates but points the wrong way, the LookAt Axis is wrong. Try each of (1,0,0), (0,1,0), (0,0,1) and their negatives until the chin points toward the target. Skeleton orientation conventions vary.

Verifying

In the Animation Blueprint editor, hit Compile and move the target around. The bone should track. In PIE, attach a debug arrow to the look target and verify the head follows it. If it works in the AnimBP editor but not in-game, the Alpha variable likely isn’t being driven from the gameplay code path.

“Skeletal controls need three things right: pipeline position, alpha, and bone space. Audit all three when nothing’s moving.”

Toggle Alpha to 1 directly in the node first. If that works, the Alpha-driving code is the problem — not the node.