I know I have to set camera “active” on and off to change the camera but when I try to do this with set view target with blend there is nothing blending (it just switches). Both cameras are in the same actor which is a pawn.
I find the view target node also pretty odd to work with, maybe there is some node for this case that I just can’t find?
Also, is there any proper way to animate a pawn camera in a blueprint without using timelines? Something that lets me see the path it animates like it was in UE3 with matinee? Basically I want to move from one view to another view and define how it moves.