I have designed it to where my character opens his inventory the camera moves to show him crouching down. I use arrows as placeholders for the camera positions.
The FPP camera is attached to the players head from the mesh and the inspect camera attached to none. If I do not use control rotation it will not move the FPP camera, and I detach the camera so there is no shake from the players head.
just tinkering around really. The second camera shows the player open the backpack but I want a smooth transition between the two, and thought I needed to use a timeline to move the FPP camera to the new position.
Add a Child Actor Component with a Child Actor containing just a Camera Component and blend between the two. It assumes you do not want to move or control any cameras during the transition.
and the inspect camera attached to none
This is not possible. The component is attached. You’d need to dig into transform inversion to solve it with math or toy with attaching / detaching but this can open another can of worms altogether. Depending on how complex the camera systems get, it may / may not be worth the fuss and you could rely on blending only. But we’d need to know the exact hierarchy of component attachment, we can’t see it anywhere above.