Switching between a camera and a pawn.

I want to create a level with a starting camera viewport.

While that viewport is active I want to have the mouse enabled and be able to click inside the level.
After I click I want to switch to a first person pawn and move around the level.

Can this be done with only one player controller ?

Absolutely, you can create a Pawn that has a CameraComponent and position it as you need to, and then switch to a Character (or your own Pawn type that has movement implemented) after some player input.

Bear in mind you will need to switch between two different modes of input within the Player Controller, in the initial mode you can enable the mouse cursor, and listen to mouse button input. Then when you want to possess your first person Pawn, you can instead listen for input from your movement axis bindings.

Hope this gives you an idea on where to start, let me know if there’s a more specific question you had in mind.

I have managed to create a pawn with a camera component as you said and i am now able to switch between them.
The problem is that when i switch to the First Person Character the mouse cursor is still showing and all the click events that are programmed for the cursor still work.
Even if i set the cursor to be hidden i still get the “on click” events in first person.
Is there a way to separate mouse functionality between how the external viewport and the first person character handles them ?

I am switching between viewport and character in level blueprint by listening to key presses.
The show cursor and hide cursor i tried also in the level blueprint.