How to keep Third Person Camera on Target while lerping to new Socket Offset?

I’ve experimented some more with the 2 cameras idea, but I’ve hit a wall trying to orientate the second camera and its spring arm. If I can reliably rotate them both to face the direction I wish, then I could then add onto it a camera switch/lerp.

Something else I’ll use as a stop gap measure is a fonction which I find too complex for my taste, which is to calculate 2 square triangles:

Triangle 1:
Side a: (c² - b²)
Side b: Socket offset (100 in this case)
Side c: Swing Arm to Target Location
Triangle 2:
Same calculations, but offset is (abs) -150 (so 150)
Knowing those values, I can substract both Beta Angles (angle opposite side of b side) from 180 to know the rotation to add to the control rotation.
This works well when the switch is instant, but the pitch needs some adjustement.
Unfortunately when I tried it it didn’t do well with timelines, but I’ll try again, maybe it can be fixed.
UEFImgmod

It’s a bit funny having to use trigonometry to just keep a camera looking at a point when using spring arms. Should I e-mail the Epic Dev Team to ask them?