There are lots of ways that this can be done, that’s why there aren’t any bits of documentation, because this is a very specific subject that is supported by lots of much broader systems and functions available in Blueprints.
As a result, there isn’t a specific answer. It will just require experience and exploration with Ue4 blueprinting for you to find the best option for your project.
This is quite an ambitious thing to attempt if you are very new to blueprints, and I would suggest working on smaller project to improve your skills in a specific area instead and work your way up to JRPG game, but you may be determined to go ahead with this, and so, here are a few things to look into to get the desired effect you want.
The video shows a lot of smooth interpolation between different angle as positions. using nodes like VInterpTo, RInterpTo, and TInterpTo can create nice fluid motion between points. Build a function that calculates what angles to take of each point of interest dynamically.
You might want to also look into Enumerations and the Switch Enum nodes, it will help you control the flow of your logic well and choose camera angle contextually, and in a controlled manner.
Timeline Nodes can have a lot of versatility when paired with things like LERP nodes, which could work as an alternative to InterpTo nodes.
Lastly, as a bit of extra advice, when making a system like this, try to build single functions capable of doing lots of things, as opposed to making lots of separate functions doing a very specific thing. Projects like this, that have lots of potential angles/animations/sounds etc for the camera, will get very unwieldy very quickly.
I would create a function that allows you to input various information, such as: The Focal Point, Angle Type, Speed, Tracking Options, and have the function contextually and dynamically use this information to switch to the desired angle.
When a player’s turn starts, it may call the function inside your camera actor, and provide it with it’s own location, so the camera knows to look at that player, since their turn started.
Extra actor components may also be useful, such as the Spring Arm component for the camera. It allows you to control the focal point more easily, have smooth camera movement to avoid hitches and snapping.
TL;DR, there is lots that could help you achieve a similar effect, it will be a tough task for someone new to blueprints, since it will require some clever use of blueprint functions to build an efficient but effective system for controlling the camera, and may require some exploration with the before mentioned nodes to decide on what fits your project best since I’m sure you’ll want to add some of your own features/flavour to the existing systems you are looking at.
Best of luck!