Big fan of easy here; easier is not always better, though. And what’s easy now may become a maintenance nightmare later. As mentioned above, really depends on the feature set you’e after. You may need to go as far as dynamically spawned components that affect a stand alone camera actor behaviour.
The Camera Manager allows you to override what the camera is doing:
Consider decoupling the camera from the fighters. Have a separate camera actor (I usually use a pawn in case it needs to be possessed), and have it talk to the Camera Manager class (which is hooked to the player controller) in cases where you want to produce unorthodox behaviours. The Camera Target
is the actor the player controller is looking through - also referred to as View Target
across the engine.