Switch the player camera using custom BP

So I’m trying to set up a blueprint where the player can peak and look under a door. Where if they press E on the door it switches to the the camera attached to the door blueprint. Sadly, the node that I used out in the level BP (set view target with blend) doesn’t work inside my Custom BP. I’m pretty sure it’s an easy fix that I’m clearly just not seeing.

Thanks for the help everyone!

Well My door normal BP works. I can interact with it and everything. It uses a line trace to find the class not overlap triggers. The issue is more or less looking for the correct node that I supposed to use to actually switch the camera from my default player Camera to the one attached to the Door blueprint.

If you’re interacting with the door already, what exactly is stopping you from accessing its camera? You’ve got the door’s reference, right?

Ah I gotcha! I forgot that detail when you add components it automatically makes a variable. This is what happened when I work with no sleep lol I got it to work! I was able to pull out all the info I needed from the hit actor. Thanks for the help!

The camera is also just a Component component in the BP. I didn’t make it a variable. However if I can’t figure this way out. Making it a variable and setting it to public would be my second work around. I was just trying to avoid having multiple camera actors in my World and trying to keep it all in the BP

The camera is also just a Component
component in the BP. I didn’t make it
a variable.

That’s actually impossible. Components owned by actors create variables automatically - you have no control over this.

it switches to the the camera attached
to the door blueprint

When you hit the door with a trace, you have full access to the actor and all its components, including the camera (after a cast). From a technical point of view, you do not even need to cast or access the camera component:

If the Hit Actor has a camera, the Player Controller will switch to it.