How to dynamically set the camera on a basic project

Hello everyone,

Starting from a blank project I created some “cube” pawns that wander around.
Now I would like to be able to incarnate a cube and have a top-down camera, but failed to succeed.

First I tried to put a CameraComponent attached to a SpringArmComponent on my PlayerController, but it did not worked: I still had the default, looking forward, camera (not the top-down-spring-arm I configured).

AMyPlayerController::AMyPlayerController()
{
	SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("Spring Arm"));
	CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));

	SpringArmComp->SetupAttachment(RootComponent);
	CameraComp->SetupAttachment(SpringArmComp, USpringArmComponent::SocketName);

	SpringArmComp->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 0.0f), FRotator(-40.0f, 0.0f, 0.0f));
	SpringArmComp->TargetArmLength = 900.f;
	SpringArmComp->bEnableCameraLag = true;
	SpringArmComp->CameraLagSpeed = 3.0f;
}

If i possess the pawn cube with the code below, I have a FPS camera and not the top-down one (FPS such as I’m inside the cube and look though its eyes).

// Incarnate the first actor found
auto it = TActorIterator<ACubePawn>(world);
for (; it; ++it)
{
	this->Possess(*it);
	// Not working either:
	//this->SetViewTarget(*it);
	break;
}

A second thing I tried was to extend my cube Pawn class with a blueprint to add the SpringArm and the CameraComponent, as well as enabling auto possess player 0.
This time, I have the correct camera but it seems that the StaticMesh (the cube) is moved to the same location as the camera. I should like at it, but instead it disappear (but I can see its shadow).
image

Any idea of what I’m doing wrong? How to dynamically set the SpringArm to follow a Pawn?

Thanks, have a nice day!

Actually my cube Mesh was disapearing because on the Static Mesh Component there is an options enabled by default that means “hide this mesh when possessed”. Disabling it solved this situation:

Now I have the camera on the spring arm pointing on my actor.
I had to put this couple SpringArm-Camera (in the blueprint) to have it on every Cube Pawns of my scene. Not sure if it’s the recommended solution.