How to get the states (world location of the camera...) of a spawned champ in a 2nd pawn blue print?

sounds like you want to avoid having to branch your program again for each child class.

Maybe it would be best to create a blueprint class which has all tge functionality, components and variables that all other pawns need to have, including the possession handling and camera transitions.
Then create child classes from that So they can be different but the code that does stuff to them only needs to refer to them by their parent class.

this will let them be different child classes but can be programmed against like theyre all the same parent class (just dont cast down to the child classes, cast to the parent class)

Also look at event dispatchers and blueprint interfaces as other ways to overcome this problem.

Another option is to just use enumerators to configure all pawns of the same class to initialize or be configured differently.