Camera refrencing between Blueprints

Hello! I have been working on an unreal tutorial and I have most of the Blueprinting down, i.e. I have gotten the first part to work but it does not return. I have not had any luck connecting the follow camera to the new target pin on the set view target with blend node. It seems like the most logical way to rout it through, but it does not work. Is there anyway to switch back to the follow camera in the Third Person Blueprint after switching to an isolated camera? The images of my level and my blueprint are below.

First off the Release “Set View Target …” needs to reference the player…new view target. Set view target with blend switches to the actors “Active Camera”. No camera, no switch. No reference to an actor with a camera = no switch.

All the code for switching should be in the pawn class (player). Here’s the steps for a working version.

Create a new actor class for your level camera… BP_LevelCamera. Add a camera component and ensure that it’s active (details).

Place this actor in the level.

https://i.imgur.com/Cg5MHXv.jpg

In the Pawn class you need to create a reference to the actor. For this I simply used get all actors of class (BP_LevelCamera) and set the result (get index 0) as the value for my variable (Level Camera Actor).

From there you simply setup your input action logic. Make sure you verify the Level Camera Actor is set via Is Valid. Is Valid will check against empty/null as a condition.

I use the same approach for the characters Aim Down Sight camera as shown in the vid.

Thank you for your help, however I am confused as how to set up the variable for the first blueprint? I will probably use a tutorial on how to aim down sights, I didn’t think of using that, and it makes perfect sense. Thank you!

For ADS I simply have a camera component on the weapon itself in the weapon class. Set view target blend to it.

I’m a little confused on what you did to get the set level camera actor node connect to the get node.