Devil May Cry style lock on

So I combined the… “other thing” you mentioned with the system I had and I think I got it to a good level.

I added a cube collision with no collision (not sure if that’s the way to do it), which is placed between the mid point and parented a seperate camera to that, which will give me a somewhat good location where i can see both the actors. Then I just switched the camera controls from the… controller I think, to the cube so I can rotate that around, which kind of give me the freedome to rotate the camera while still having the player actor looking at the enemy and always have both the actors in the screen unless I go almost at the end of my lock on range.

There are still things that needs to be improved like right now I just deactivate and active the 2 cameras when locking on which kind of makes them jump… I mean they are in two different locations with no blending. i think I should make the lock on camera a completly seperate blueprint (I think that’s what you meant) and use the blend to camera thingy. For now it’s at a stage I’m happy.

Thanks for the help.