You’ve got a camera boom for one thing. To illustrate: http://www.porta-jib.com/vz-side.jpg That’s a camera boom. Think of it like a big rod that holds your camera in a fixed position relative to the other end of the rod. And your camera boom is fastened to your character. That means your camera, as it stands, will never move relative to your character.
I don’t know why you’re spawning a camera in the blueprint, I don’t quite understand what you’re doing with that.
So one possible solution would be set the camera a distance away from the character based on their current velocity. If they’re velocity is 0, the camera is right on them. If it’s >0, it’s to the right, and it’s <0 it’s to the left. If this is too herky jerky, you could simply interpolate between two values, thought that might not work as well for the second one.
Another possible solution would be to use the “Pressed” and “Released” events for, lets say, the D and A key. If they Press D, it adds to the Camera’s length from the character (so that the camera is to the right) if they Release D it subtracts that same amount. Then the same for the A key. The reason you’d want to add and subtract instead of a fixed length is in case they hit both A and D simultaneously. (In this case, it would cancel each other out and stay in the middle.) Or if they hit A to D in the same frame. (That way you don’t have to predict which order it’ll be in.)