How can I use a camera that is not part of my character BP?

Thank you. I appreciate you taking the time for this. I’m afraid it was not quite what I was after. While the end result is maybe similar, I did already have it functionally working in my project, but the original question was asking about removing the camera from the character entirely and having it in the world and more about the setup required to do so, which I believe was the root of my issue as explained in the OP.

The steps I found that I needed to take are as follows; Add a CameraActor to the scene view, disable Auto Activate on it, and in the CharacterBP Find that actor by class and keep a reference to it, then set that as the view target (Set View Target With Blend with a reference to the controller). This places the camera in worldspace correctly, so it doesn’t care about the character transform hierarchy messing around with the position when I don’t want it to, and I can just move this camera actor around however I see fit, lerp it to different targets, etc. Feels like a much more robust setup than having the camera stuck in the CharacterBP actor.

Here is the final result using the same logic I had earlier, and just snapping the camera to the calculated position I had. Jitter free now that the camera is not a child of the character.