Aim Offset not aligned to rotation

Hi,

in short: Aim offset doesn’t align perfectly to given rotation

I have created a first person character that uses a full body mesh with the intention to use a single mesh for body and also as the character “first person” arms (“true fps”)

The idea is to have the character hand/arm perfectly aligned to the camera while aiming Up/Forward/Down

All good except one thing: it seems that the Aim Offset interpolation deviates from the actual camera pitch in a “sine wave”, as you can see in the following video:

VIDEO: [Link][1]

The camera is attached to the skeletal mesh “eyes” socket, but i used a trick using spring arm so the camera only follows the bone location, then i use “Use Pawn Control Rotation” on camera properties so the camera rotation is free

263559-inherit.png

The Aim Offset 1D asset have poses that aim 90 up, straight forward and 90 down, so this should match 1:1 as player control rotation min/max pitch

The character blueprint is using just a Aim Offset 1D using Control Rotation Pitch

I have selected all different types of interpolation methods on Aim Offset, but i din’t see any difference

I did managed to partially “fix” the problem using sine, but it’s still not perfect:

So my question is:

Is there any way to make it work perfectly or is it a bug?

Thanks

Project [1.8MB]: [project_link][5]