Not sure I understood the entirety of the setup but the Set View Target with Blend
node is dumb. Literally - it has next to no functionality and does not even track what it’s doing. You can’t even query it for data during movement. Although you could query the camera manager.
Option 1:
Have only 1 camera ever and interpolate its transform between set coordinates - you could use an arrow as a visual guide to set up Points of View (instead of many cameras), employ a timeline and have it lerp.
What’s more - you could set up splines connecting the desired PoVs - this would allow you to animate the camera path along a spline with much more granularity and fidelity. You determine the path and timing, you dictate when additional events trigger the transition. And you can handle animation target interruptions the Set View Target with Blend
would be unhappy about.
Option 2:
If you must rely on the Set View Target with Blend
I’ve been offended badly, you still can, ofc. It finds the first active camera on an actor - take advantage of that. It’s a matter of activating cameras and then blending. Technically, no blending is needed if you just watch switch instantaneously:
Alternatively, wrap the camera in Child Actor Components
and have the Set View Target with Blend
target those.
Not many camera options in UE