Changing position of camera for RT when setting a mesh

Hello all,

I have a C++ setup for some of my items that creates a render target setup automatically. Associating the render target works fine. However I am looking to edit the placement of my camera for the render target. Right now, the camera is in a static position. I would like to create a function or script or something that will automatically move my camera such that it is aligned horizontally at the center of my item. Ideally, this could be placed in the constructor. Is it possible to code something such that when the mesh as assigned, the camera placement is updated?

Below is a code snippet of my constructor for the item which sets the camera placement everything.

AStaticItem::AStaticItem()
{
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
	RootComponent = StaticMesh;

	SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
	SpringArm->SetupAttachment(RootComponent);
	SpringArm->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
	SpringArm->SetRelativeRotation(FRotator(0.0f, 0.0f, 180.0f));
	SpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 50.0f), FRotator(0.0f, 0.0f, 0.0f));
	SpringArm->TargetArmLength = 100.0f;
	SpringArm->bEnableCameraLag = true;
	//SpringArm->CameraLagSpeed = 3.0f;

	CaptureComponent = CreateDefaultSubobject<USceneCaptureComponent2D>(TEXT("Scene_Capture"));
	CaptureComponent->SetupAttachment(SpringArm, USpringArmComponent::SocketName);

	ItemData.ItemClass = this->StaticClass();
}

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