Hello again Mr_Deblasio.
You wouldn’t necessarily need to animate the component if your enemy already has a jumpscare animation playing. Here is what I did to make this work.
For my enemy AI: I added a camera component to the character mesh. I selected ‘head’ as its socket. This way, the camera will wobble about when the animation plays.
Then, when the enemy catches up to the player for the acceptance radius, the animation will play and it takes the player controller and sets the view mode.
This is a quick way to test if the functions work as needed. I highly recommend you look into AI behavior trees for a more refined and stable method of your AI implementation if you haven’t already.