Secondary is just a camera component here, it won’t work like this. Many solutions, most notable would be:
- a child actor with a camera component
- don’t switch cameras, interp its position to a new location (or use a dummy), either with a Timeline + Lerp or vInterp + Tick
Another potential solution here is to play with activating / deactivating camera components. Do note that the set target with blend does not store the interpolate position. If you plan on interrupting its movement, you’ll have a mess on your hands.
edit:
i think i did something wrong in this
part of the blueprint
To clarify, it’s not you - this node is a blessing and a curse. It’s easy to use so people gravitate towards it but it’s so limited in scope that it almost immediately throws your goal under the bus.
Set View Target looks for the first component the camera manager (via player controller) can look through. You go figure what first means here.
Atm I can’t recall if disabling / enabling components works here - as in keeping only one camera active. It might. It didn’t use to.