After playing around with it for a couple days, I found a very hacky way to accomplish my goal. If you call Set View Target With Blend while a blend is currently happening, it will overwrite it. So I added the following code to my Skip function.
All it does is store a reference to the current view target, find a reference to ANY other object in the level and blend to it, then blend back to the original view target. The middle step was necessary because if I tried to set the view target to something that was already the view target, nothing would happen.
I don’t want to mark this as answered though because I’d really like to know if there’s a better way to do this.