Camera/can't turn on X

Camera is rotating on Y but not on X;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraHandler : MonoBehaviour
{
    public Transform camTrans;
    public Transform pivot;
    public Transform character;
    public Transform mTransform;

    public CharacterStatus characterStatus;
    public CameraConfig cameraConfig;
    public bool leftPivot;
    public float delta;

    public float mouseX;
    public float mouseY;
    public float smoothX;
    public float smoothY;
    public float smoothXVelocity;
    public float smoothYVelocity;
    public float lookAngle;
    public float tiltAngle;

    private void FixedUpdate()
    {
        FixedTick();
    }
    void FixedTick()
    {
        delta = Time.deltaTime;
        HandlePosition();
        HandleRotation();
        Vector3 targetPosition = Vector3.Lerp(mTransform.position, character.position, 1);
        mTransform.position = targetPosition;
    }
    void HandlePosition()
    {
        float targetX = cameraConfig.normalX;
        float targetY = cameraConfig.normalY;
        float targetZ = cameraConfig.normalZ;

        if (characterStatus.isAiming)
        {
            targetX = cameraConfig.aimX;
            targetZ = cameraConfig.aimZ;
        }
        if (leftPivot)
        {
            targetX = -targetX;
        }
        Vector3 newPivotPosition = pivot.localPosition;
        newPivotPosition.x = targetX;
        newPivotPosition.y = targetY;
        Vector3 newCameraPosition = camTrans.localPosition;
        newCameraPosition.z = targetZ;
        float t = delta * cameraConfig.pivotSpeed;
        pivot.localPosition = Vector3.Lerp(pivot.localPosition, newPivotPosition,t);
        camTrans.localPosition = Vector3.Lerp(camTrans.localPosition, newCameraPosition, t);
    }
    void HandleRotation()
    {
        mouseX = Input.GetAxis("Mouse X");
        mouseY = Input.GetAxis("Mouse Y");
        if(cameraConfig.turnSmooth > 0)
        {
            smoothX = Mathf.SmoothDamp(smoothX,mouseX,ref smoothXVelocity,cameraConfig.turnSmooth);
            smoothY = Mathf.SmoothDamp(smoothY, mouseY, ref smoothYVelocity, cameraConfig.turnSmooth);
        }
        else
        {
            smoothX = mouseX;
            smoothY = mouseY;
        }
        lookAngle += smoothX * cameraConfig.Y_Rotation_Speed;
        Quaternion targetRot = Quaternion.Euler(0, lookAngle, 0);
        tiltAngle -= smoothY * cameraConfig.Y_Rotation_Speed;
        tiltAngle = Mathf.Clamp(tiltAngle, cameraConfig.minAngle, cameraConfig.maxAngle);
        pivot.localRotation = Quaternion.Euler(tiltAngle,0,0); 
    }
}
Character status and Camera config are simple scriptable objects with no functions;

Solved it:

 lookAngle += smoothX * cameraConfig.Y_Rotation_Speed;
        Quaternion targetRot = Quaternion.Euler(0, lookAngle, 0);
        mTransform.rotation = targetRot;
        tiltAngle -= smoothY * cameraConfig.Y_Rotation_Speed;
        tiltAngle = Mathf.Clamp(tiltAngle, cameraConfig.minAngle, cameraConfig.maxAngle);
        pivot.localRotation = Quaternion.Euler(tiltAngle,0,0);