XR Character multiple cameras

Hello , I am trying to find the best way to do an XR character with multiple viewpoints. I have tried several different ways and so far have only found 1 that works and its a bit bizarre. I create a pawn with the camera and hands and move it to match components on my character that act as anchors for the tracking space. I control the character via the tracking pawn’s cpntroller through a reference to my current character. I have tried creating multiple camera and hand combos as actors attached to the character and using setviewpoint to the actor but the hands don’t track. Anyone found a good way to do this that works properly. This is for a space flight game so you will be moving between being a character and then boarding and taking control of a ship. I want to be able to have external views of the ship when you get into the ship.

This might be easier to pull of by having the ship be a separate pawn with its own camera setup, and having the player possess it instead of the character when the player boards the ship.

Thank you, yes I am considering that, but the issue with the hands I found a solution to. You put two motion controllers and reference them in the controller/pawn class and copy their relative position/rotation to the hands in the available tracking space actors when they are active. The hands not working is because it checks if its owner is a local player pawn.The only issue with possession change will be how it works in multiplayer and when we are using larger ships than single seat fighters. However, for now that is a can to kick down the road so to speak as possession transfer will work fine for a star fighter game.