How to preview a camera?

Right.

The thing is, in this case the blueprint isn’t just a random actor that will have multiple instances of itself placed all over the level. It’s a pawn vehicle, so I have some fixed cameras outside that you can switch between them, and it would be very useful to be able to position them and fine tune their views right inside the bp editor and save their positions in the blueprint.

but no problem, this is just a personal side project.

I suppose the better solution would be to place the vehicle in the level, set its position to 0,0,0 and place the cameras as you suggested, checking their view angles in the PiP window, then copy their transform and paste in the blueprint editor.

I just find it really odd that UE doesn’t have a “selected camera” mode for every viewport. In 3ds max you click the camera object then press C and the viewport will now be the camera view. It’s as common as front, top and perspective views.

but anyway, it’s just a minor thing I suppose