Actually, your mesh is also set to be a child of the camera, therefore when zooming your arms will still be visible…you’ll probably want to make the spring arm a child of the mesh and the camera the child of the spring arm. Also, when changing the value of the arm length, if you interpolate between the values it will be a smooth transition.
I think what you are actually trying to do is zoom the camera from its current position? for that you probably just want to manipulate the FOV. Have a look for the term FOV off the camera.
That’s a .5 second long timeline, that has a float track, 0 at 0 seconds and 40 at .5 seconds. It reduces your characters FOV when right click is pressed, so it “zooms in”.
Unless for some reason you actually need to move the camera
Player FOV is just a float I added, you can call it whatever you like. It gets it’s value from the camera’s default when right clicking.
If you wanted, and you know your fov is (90 by default), then just replace it with that. As in, where you have zero in the minus node, replace it with 90. Also, yo uhave the inputs reversed on that, presuming your timeline goes to a positive value.
edit: the only reason I done it like that, is that if your player can change their FOV in game settings for example the setup will still work.
But if your FOV is fixed, you could just do some thing like:
That timeline should not go from 0 to 40 if you are setting it directly like that, it should be from 90 at zero, to 40 at the end of the timeline (and then switch your inputs).
The lower your FOV, the more zoomed in you are. It should never be 0.