Maybe you can adjust your requirements slightly, because both cameras are always active ( in this case ). It would be better to have a variable that you flip when you switch characters. A central place for that would be the game instance.
Then, you can write a macro, but… I just tried that, and you get in a mess because you can’t have a local camera component variable. You can keep a reference to the current camera in the game instance though, so you might as well do the whole thing there ( including swapping players ):
Then, getting the camera is just:

and
I didn’t do the player swap, because I don’t know how you’re doing that…
