Hi.
i am not entirely sure what you mean.
But after testing the game i think i know what you mean (bare with me if i am wrong)
Follow Mouse will not work with this, you will need to make your own system.
i think you need to do something like this :
(State 1) when right mouse is clicked (State 2) get the mouse x and y.
Also get the current rotation from aim.
I noticed that 'Get Mouse X and get mouse Y can only be used every frame, i have requested alex to change if possible.
For now you can use Get Mouse Position (Ecosystem) and if you need them separately you can use 'Get Vector 2 XY'
Set in some variables (started X / Started Y)
(state 3)
Get mouse x/y every frame (place in variable current X / current Y)
and use float operator and do 'current - started' (every frame) for x and y and store in variable (X calculated / Y calculated)
You can now do a 'float multiply' to the 'calculated' to adjust the rotation distance
(play around with this to know which value fits best)
after the float multiply use Float operator and do 'aim (x/y/z) + calculated.
and then Set rotation.
I did not test this, but i think this should work.
The float multiply you can manipulate by another fsm so you could make it rotate faster/slower on demand.