Set view target with blend looking the wrong way

Hi Everynone, thank you for your assist here - It seems changing the “Transport Camera Blend” event to run on the server works instead of the owning client, and the clients camera blends with the desired rotation. Once the blend finishes, you also have to set the control rotation to the actor rotation via owning client.

I am not sure if this is the optimal means for the server to handle such events (the blend), but it works - for completion in others viewing:

how is the camera positioned by default? - Like the third person character, this also happens on a default third person character.

is there control rotation involved? - Only after possession for clients, since they retain the previous rotation for some reason, before the blend.

are we inheriting yaw? Yeah.

is the springarm set to relative or absolute rotation? Relative.

perhaps the springarm’s collision probe gets pushed out of the vehicle - somewhat likely? try disabling it for now, see how it goes. - Already set, the collision channel to ignore vehicle and pawn.