how do i make 2 cameras transition smootly?

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. :expressionless:

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.

You’re right. I didn’t look closely.

FriendlySeal, you can change view targets within one actor… It’s for moving between actors…

So as Everynone say, make another actor with the camera in ( or use interp ).

I made an example with a car and multiple camera viewpoints and it’s here on AH somewhere - never found it again after that. I can’t find my own stuff. I don’t know how people ever manage to find what they need here.

im trying to do some cinematic fancy stuff and for that i want the camera to transition from the normal 3rd person to a certain shot that i have set but it does not switch i think i did something wrong in this part of the blueprint

Try just passing Secondary in directly, it just has to be an reference to an actor than has a camera somewhere.