I have an robotic character, who have lots of pistons in his limbs. Now, on the animations themselves it is fairly easy - just bake the constraints to the FBX. But the problem arises with using of state machines and such - when two animations blend together in the engine, or a procedural layer is added, the pistons start…
Well, this is exactly what I'm trying to do, replace baked piston animations with restricted procedural one, but LookAt refuses to work... Or I didn't understood you. =)
It should be the look at. You can try rotating both pieces of the piston with the look at. Showing your anim bp setup and the settings of the look at would help us determining whats wrong with it.
I don't think it should, since you define the up axis manually. Try playing with that and to align it properly compared to the initial rotation. Though, I think you will definitely need to update both parts of the pistons to make it properly aligned at the end.
It seems to be linked to the interpolation, not the aim itself, tho... Does the alignment of the bone in T-pose matters? since I exported them already pointing in desired direction...