possess a pawn without switching cameras?

I’m looking to create a VR scene where the player can interact with a remote and then remotely drive a tiny “RC Car” that is present in the room.
To start out i have loaded up the standard car blueprint template to get my bearings on how vehicles work in UE4.

However currently i haven’t found a way to both “switch” the pawn to the car while maintaining the original perspective.
for now it is okay for the player to have locked their feet to the ground (or his behind to a chair) as soon as the driving starts since those controls are used to also remotely drive the car
Also i’m looking to make this a blueprint to use in various locations as a usable item.

I wonder if it might be possible to Cast to the unpossessed character and activate it’s camera.

https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UsingCameras/Blueprints/index.html

This explains on how to set Static cameras up in the Level blueprint and have the camera switch but I think you might be able to Set View Target and use your FPcharacter’s camera

How would i then be able to have the “car pawn” blueprint always make sure the camera that was in use (the fpv of the player) to be used when the car pawn is engaged?

I’m bumping this because I need to achieve something similar. Developing a VR remote control car game, and i need to stay in my VR pawn, and when picking up a remote controller assume control of the RC car, but keep using my VR pawn camera to avoid getting motion sickness. Any help with this? Is there a way to do it?

I’d like to know how to do this as well.

Yup best way is to create a Camera Actor. I normally have a spring arm on my characters/actors and just parent the camera actor to those when switching.

Can you add the camera component to PlayerController and setup this to be attached to ControlledPawn?

Make sure you have a reference to the camera attached to the original player pawn. Then when you repossess the RC car, you can use the “Set View With blend” node or whatever it’s called passing in the camera reference.

Or you can rethink your control method. Instead of messing with possession, why not have a control state? Make an enum with different control methods, at minimum “Standard” and “RC”, for example. For every input, check to see what control state is active and do things based on that. So When getting the input axis for the Vive controller perhaps, do a switch on enum and if Standard, rotate the hand. If RC, rotate the steering wheel. Then have the steering wheel blueprint control the car based on how it’s being manipulated. This way you never have to repossess a pawn or change cameras. The player is always in the same control.