I achieved an effect similar, the way I did it was I created a new macro on my character with 2 inputs (exec, float) and 1 output (exec) then set up the macro blueprint like so
Blur time is in minutes, and the vision variable is a post process type with the camera as the target
The defaults for the vision variable are as so
And then I run it like this for debugging perposes

– Hope you find this helpfull
–P.S if you break the post process struct and go down to “scale” near the bottom, scale takes a float value which you can use an “finterpto” to create a smooth blend from clear to blurred

