Usually you do the opposite, you create stuff in c++ and you access it from blueprints.
I would recommend you some courses on Udemy if you are new to c++ in unreal engine 4.
And if you search tutorials online, most of the time they will be in blueprint, what you can do is to see how to do certain stuff and make them yourself in code, it’s really good as training.
Because usually all the functions that are in blueprints there are also in c++, sometimes with different names, for example in blueprint if you do “GetWorldLocation” of a component, in c++ it’s called “GetComponentLocation”, but it’s the same thing. So everything you do in blueprint can be done in c++
This is the link to the documentation on UCameraComponent, so you can find all the variables and functions (Or you just access it through code, unreal it’s open source)
What you would do is to create a UCameraComponet in c++ and attach it to the player through code, so you don’t have to access it from blueprint, and to get the world location from the camera you don’t use “GetWorldLocation” but “GetComponentLocation”. You can see there are the same by debugging and print the value, of “GetWorldLocation” in blueprint and “GetComponentLocation” in c++
Create a new ThirdPersonProject for example in c++, the character it’s already created by unreal so you can go inside the code and see how they do it
I also suggest using JetBrain Rider or Visual Assist (unfortunately they are all pretty expensive, but you know). Because you can see what functions you can call.
Or you just follow the documentation and check which functions are available.