I managed to do it with a timeline and the two traces usually done for crosshairs (one from camera to camera forward, one from weapon to end of the first trace).
Then it’s just a matter of moving the camera using the timeline, and at the same time setting the control rotation to be the rotation from the camera to the result of the trace.
During the transition you shouldn’t perform the trace, or if you do for other purposes, make sure you save the last target before the transition started, and use that to calculate the rotation.
I think the hard part is not making it work, but actually making sure that the design is correct, because the camera could potentially rotate a lot based on how far the thing you’re pointing at is from you. So you will have to think about potentially having a minimum range to allow this camera rotation, otherwise you will have some very jarring transitions
Here’s the test project I made for this: