How can I Bind GameplayCameraRig to a StateTree ActivateCameraRig task?

Ok I have most of it working by creating a dedicated state for that “side scroller” rig and i’m setting the camera location in the evaluator through “SharedCameraData”.

Seems clean enough for now and i’m getting the expected camera framing…but I soon as I touch the controls things get real jittery.
It feels like my previous Orbit based camera rig input is still active somehow.
How do I deactivate activate player input?
I remember doing so by setting “isEnabled” to false on another camera with a boom, but in this setup I don’t have any InputSlot to connect to.

PS. feels like this setup could be much cleaner by passing on gameplay tags from the CameraRigActor to the matching state…will get there eventually i guess, there’s so many new opportunities with the StateTree event payloads :sweat_smile: