The solution is pretty simple really, you gotta find the forward vector of the camera, not the player. So if you have a camera locked in space, it will know which axis to move on through by its POV. So in my case i have a blueprint that has a camera, with a trigger box and thats how, when the player overlaps it changes to the camera of that blueprint for the new view. I then send a message to the playerblueprint, and let it know if the player is inside the camera. If it is…then use the camerage manager forward vector.