I have 2 character blueprint nodes, and I use a player controller blueprint to switch between the two.
My setup consists of Input Event > Flip Flop A/B > Spawn Actor > Destroy Actor > Possess.
Now my characters have different cameras. When I destroy one the camera jumps, and when the new one appear the camera jumps again.
Any nodes which I can include in between these that would help me achieve some sort of smooth transition or no jumping? I was suggested Lerp, but that was the only note I got, could not figure it out honestly, to new too this whole blueprint thing.
You can use the Player Camera Manager to get the camera transform before you switch, set the transform for the camera on the newly spawned character to that, and then lerp it back to what is should be.
Maybe hold off on that destroy until after the posses, possibly causing the first of your jumps.
This tutorial is 5 years old and using UE4, but everything in it is still relevant today (though it is possible some nodes have been renamed…)