(Edit: Had to use underscore, the forums deleted my empty spaces)
Now just do basic math conversion from your 0 - 100% and you’re done!
Once you have the basic setup from left to right, you can try different techniques to make the camera feel more refined. Alternatively, you could just use a camera that is part of your playable character blueprint that doesn’t use sequences and I’m sure you’ll obtain the same effect.
This way we can have numerous camera behaviour effects present at a time (or any other gameplay effects!). Or have them last X seconds after which the component removes itself once its timer has expired. (don’t trust the tooltip of Destroy Component, it’s not telling the whole truth…)
Disclaimer: may or may not work as advertised for you I liked it, flexible & scalable once the upfront cost of setting it up has been paid.