If I understand what you want to do correctly:
I made such setup for top-down squad tactic game. It had multiple squad members, so standard camera did not work.
So i created player pawn with camera on camera arm (turend on lag and smoothing for it).
Then usual camera controls, like pitch zoom etc. done them all because specific gameplay and camera behavior were not yet needed. Then on i connected it on event tick and updated camera pawn location to squad teammate location. Everything worked perfectly.
And then i tried to optimize blueprint code and not spam that poor camera thing with location update, so i did update every 0.2 sec (that is god old delay from movies etc, works for most updates in games also, so worth checking if you need on event tick or not as often). That slower update with camera arm lag/smoothing works perfectly.
With this setup you can have much better control over camera, it is sidescroller so at some point you will probably need to implement some boundaries for camera (like level end etc). With separate camera from player character you will have less mess and edge situations.
And as i said, even with slow updates to camera location everything works fine.