in your character blueprint create a function View2DChange(bool bIs2D)
(could promote to an event if need be) have it take in a bool (at least for now, and then expand the functions arguments/inputs to include a look at point)
then in the View2DChange
use the passed in bool to control the transition, it will set the blend target, and modify the cameraBoom rotation.
if you centralize what changes state values of an object then you don’t have to potentially look in a bunch of places to address issues that can/will occur over the course of development,
it is a programming “best practice” to have objects be responsible for themselves as much as possible, unless that responsibility is to be delegated by a manager; even then the Object should only be receiving directives, and then changing its own state values (if your employer or parent tells you, that ‘you should go to bed early’ you are responsible to go to bed, they “shouldn’t” be physically putting you in bed)
in the blueprints there is technically no limit to how many things can be stretched off of the White-Triangle Exec pin, as long as it makes sense to do so.