Set View Target with Blend - Transition between Camera Sequences

I’m trying to create a simple touch screen informational display and I want to be able to have the user click a button (in a widget) and it will move the camera around the screen to the selected object.
Each object has it’s own level sequence for the camera move, while it is the selected object, and the ‘main menu’ also has a sequence - so it’s not just a stationary camera shot the whole time, it either pans around the object (looped hopefully) or sways back and forth (again looped).

What I’m struggling to figure out is how to blend between the different level sequences smoothly.

I’ve found some results stating that Set View Target with Blend is what’s required to move between two different cameras, but I don’t really have a player controller as such (I don’t believe) there’s no playable character, it’s just widgets.
It seems to need to be placed in the Level Blueprint (at least in the tutorials I’ve found) for the camera references.

Also does this function only work directly from camera to camera, or does it work level sequence to level sequence?

So literally, all I want is to click a widget button and have the camera transition between the 1st level sequence to the 2nd level sequence, which then plays looped until another widget button is pressed to go back and we transition back to the 1st level sequence which then loops until another button is pressed.

So I’ve put this together, which sort or does what I want.

(in the Level BP)


(FYI ‘Timeline_0’ is a duplicate of ‘CameraLooping’ - both are just a 0-1 float track)

Every time the user presses the 1 key it transitions between the two looping camera sequences.

Problem is, sequence 2 seems to cut back to the main camera at the end of each loop for about a second and then cuts back to camera two but doesn’t complete a full loop before cutting back and forth again - this repeats.

If you press 1 again to transition back to the main, then it does a similar thing where it cuts back to camera 2 for a second at the end of each loop (it doesn’t do this before the 1 key has been pressed on BeginPlay).
Also the transition seems to put the camera in the wrong place and it holds for a few second before snapping back to the set animation.

Hey! I’m trying to do pretty much exactly this - smoothly transition between level sequences from wherever the camera currently is to the start of the next sequence. Did you figure out the cutting issue or any better way of doing this?

I’m really struggling to find info on doing this kind of thing.

Unfortunately I didn’t.
I ended up just going with a transition between some fixed angles