Not exactly. I am using 2 cameras. In the gird camera, I position another camera for running. I detect when the camera is moving (which only happens when a unit is moving) and then turn on the over the shoulder camera for that. Then I turn it off when it stops moving.
For other ones yes, I have a custom function which activates another camera for that. I haven’t overcome the issue of stepping out of the ability to do camera work and then stepping back in, that’s something on my list. For some things, like the over the shoulder camera, it’s not important. The over the shoulder running camera just follows normal movement. For a kill cam, you might want to run custom animations, or do other things with the camera that would take longer than (and not in sync with) your existing actions. I almost had that figured out, except that the ability wouldn’t end when I went back to it. gave me a suggestion there, so I’ll try that today or maybe tomorrow and see if that helps get that working. Yes, everything I’m doing is in blueprints, no other tools at this point. Blueprint is pretty powerful and you can handle all aspects of cinematic camera work in there, just within the confines of the ability system, you have to be more aware of how you do it, otherwise you’ll end up breaking your turn system.