Quick answer: Compute aim pitch and yaw relative to the character's control rotation in the same range as the AimOffset axes (typically -90 to 90), then feed them to the aim offset node.

An aim offset tilts the upper body toward where the player looks. If the character stays neutral, the input pitch/yaw do not match the blendspace's axis ranges. Here is how to align them.

How to fix it

1. Match the axis ranges

Open the AimOffset asset and note the Horizontal and Vertical axis min/max. Feed values in that same range; values outside it clamp to the edge sample and look frozen.

2. Compute aim relative to the mesh

Calculate yaw and pitch from the difference between the control rotation and the actor rotation, normalized to -180..180 then clamped. Feeding world-space rotation gives wrong deltas.

3. Wire it as an additive aim offset

Plug the AimOffset into an Apply Additive or directly via the aim offset node on top of base locomotion, and ensure the asset is built as an additive AimOffset, not a normal BlendSpace.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.