When using 2 camera modes, how do I reset the angle correctly?

Hey guys, I’m working on a blueprint project, recreating an oldschool N64 game, Banjo-Tooie. Handy to know, I put everything on gamepad controls, no keyboard here. In this gameplay, there are 2 camera modes possible: Third Person (default) and First Person. I started off with making 2 cameras and by pressing a button, you could swap between them. The problem is that the right joystick, who controls the angle of the camera, applies to both cameras, even when I put one of the cameras active/disable the other. I found no way to differentiate the controls in a separate way, so to overcome this, I came to the conclusion that I could reset the position and angle of the camera when swapping between TP and FP mode. This is where it messes up totally. I can’t seem to find a way to reset the pitch properly. When you start with a over the shoulder view, go to FP mode, move up or down, go back to TP, THAT is the moment where the TP camera takes over the angle from the FP camera, so you don’t reset back to the correct over the shoulder view. I looked up tons of tutorials, information, asked friends who worked with unreal engine, tried a different approach (like just using 1 camera, and change the position of that sole camera, same issue came back) but all in vein. So I’m asking you, guys, please, does anyone have some major expertise with multiple cameras? Thank you very much!

Hello again,
I’m happy to announce that I didn’t solve this specific question, but I did found an alternative to make my camera work the way I want. I used my project where I only had 1 camera and where the latter just changed between 2 relative positions thanks to the Move Component To node. This did not solve the pitch reset issue, but I just deleted the Add Controller Pitch Input node and basically set the rotation of the camera manually, also done with its relative rotation. Cheers!