Need some help with a camera following a animated car

Hello
i have a car, animated in 3ds max, then exported using datasmith, inside my scene
Now i need to have a camera, following the car using a 3/4 view (back and side of the car will be visible) alweays keeping the same distance nad follow curves too
I tried to parent a mesh of the car to the camera, but then the camera view changes as soon the car goes into a curve, meaning at that point it shows the full side of the car
But i need it to stay on the first assigned view (3/4 view)
Also tried using a camera rail but then the distance between camera and the car varies a lot. Using manual keyframing didnt work either, as it would take me days to get that camera keeping the exact distance and follow the rotations 100%
I already looked at the marketplace but couldnt find a suitable plugin. Note that the scene will be rendered using sequencer. Not as a game
Is there anyone here who can help me to get this setup, or would anyone know about a plugin/script who can do this?
Thanks for your help

Nobody here who has an idea how i can solve this?

I tried using ChatGPT for help, but it doesnt work :frowning:
Here is what ChatGPT gave me:

  1. Create a new Blueprint by going to the Content Browser and selecting Add New > Blueprint Class > Actor.
  2. Open the Blueprint and add a Camera component by right-clicking in the Components panel and selecting Add Component > Camera.
  3. Add a Scene component by right-clicking in the Components panel and selecting Add Component > Scene.
  4. Drag the Camera component onto the Scene component to make it a child.
  5. Create a new variable by right-clicking in the Blueprint graph and selecting Add Variable. Name it “Target” and set its type to Actor.
  6. Right-click in the Blueprint graph and select Add Event > Tick.
  7. Connect the Tick event to a new function called “UpdateCameraPosition”.
  8. In the UpdateCameraPosition function, add a node to get the current location of the Target object. Drag off the Target variable and select Get Actor Location.
  9. Add a node to get the current location of the Scene component. Drag off the Scene component and select Get World Location.
  10. Subtract the Target location from the Scene location to get the vector between them. Drag off the Scene location and select Subtract. Connect the Target location to the second input of the Subtract node.
  11. Connect the output of the Subtract node to the input of the Set World Location node.
  12. Drag off the Target variable and select Get Actor Rotation. Connect this to the input of the Set World Rotation node.
  13. Compile and Save the blueprint.

What am i missing here?