How do I track a mesh using a Camera Manager

Hoping someone can provide some advice, or maybe links to tutorials/documentation.

For context:

  1. I’ve implemented a ledge climbing action which teleports an actors capsule to the final location and plays an animation on the mesh to make it look like the character is climbing up.

  2. I am using a Camera Manager, with my own function to follow and look at the actor.

The Problem:

The Camera Manager is using the capsule as the view target, so when we teleport the actors capsule, the camera instantly moves to follow it; leaving the mesh (which is what we want to be looking at) behind.

I’ve Tried:

  1. Changing the interp speed of the camera function; this works but isn’t very precise as the camera still doesn’t even try to look at the mesh. There is also some popping/snapping if the climbing action finishes before the camera reaches it’s destination.

  2. Calculating an offset based off the head socket location on the mesh and adding it to the tracking function for the duration of the animation. This also suffers from popping/snapping because the offset is disabled when blendOut starts. Also required a lot of extra calls as we had to recalculate the offset every frame.

  3. Creating a Camera Anim and using Play Camera Anim. I’ve not yet fully explored this option but can already see problems with popping/snapping if we don’t finish in the exact right spot, plus we can’t really account for the angle that the camera was viewing from when starting the action, which will create a lot of fringe cases.

Question

  1. Is there a better way for me to do the actual climbing function that doesn’t require the capsule to be teleported

  2. Am I missing something with the solutions that I’ve already tried

  3. Is there a solution other than the three I’ve already tried.

Thanks

Any specific reason to teleport the capsule instead of making it follow the mesh ?