Camera Facing Character's Face Not Working

I Have this script but it dosnt quiet seem to work, Does anybody now how to make the camera face the players face when “Focused”.

I’ve tried alot of methods but haven’t figured out how to achive this.

--// Gen Setup
local TaskingFolder = script.Parent
local Gui = TaskingFolder.Parent

--// Util Setup
local Utils = Gui:WaitForChild('Utils')

local Blur = Instance.new('BlurEffect', game:GetService('Lighting'))
Blur.Size = 0

--// Config Setup
local Configuration = require(Utils:WaitForChild('Configuration.esy'))
local FocusKeybind = Configuration.FocusKeybind

local Focused = false

--// Services
local Players = game:GetService('Players')
local Player = Players.LocalPlayer

local TweenService = game:GetService('TweenService')

local UserInputService = game:GetService('UserInputService')

--// Service(s) Child Requirements
local CurrentCamera = workspace:WaitForChild('Camera')

local OldCameraPosition = CurrentCamera.CFrame.Position  -- Store the initial camera position

--// Focus Step:
UserInputService.InputBegan:Connect(function(Input, GPE)
	if GPE then return end
	if Input.KeyCode == FocusKeybind then
		if Focused == false then
			Focused = true
			OldCameraPosition = CurrentCamera.CFrame.Position  -- Update the old camera position when focusing
			TweenService:Create(Blur, TweenInfo.new(0.5, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut), {Size = 25}):Play()

			-- Calculate a new camera CFrame to look at the front of the player's face
			local lookAtPosition = Player.Character.Head.Position
			local cameraPosition = lookAtPosition - (CurrentCamera.CFrame.LookVector * 5)  -- Adjust 5 units back
			CurrentCamera.CFrame = CFrame.new(cameraPosition, lookAtPosition)

		elseif Focused == true then
			Focused = false
			TweenService:Create(Blur, TweenInfo.new(0.5, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut), {Size = 0}):Play()

			-- Return the camera to the old position
			CurrentCamera.CFrame = CFrame.new(CurrentCamera.CFrame.Position, OldCameraPosition)
		end
	end
end)
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