change cinemachine > body > followOffset

I am working on a 2d platformer and trying to implement a look up/down system. I have a virtual camera that follows the player and my plan is to change the y follow offset when I am holding up or down. I am unable to reference the follow offset vector in my script.

[Header(“Looking Up/Down”)]
public float holdTime = .5f;
float holdCounter;
public float viewDistance;

float startOffset;

private void Awake()
{
    pm = FindObjectOfType<PlayerMovement>();
    holdCounter = holdTime;
    transposer = vCam.GetComponent<CinemachineTransposer>();
    transposer.m_FollowOffset.y = startOffset;
}

private void Update()
{
    if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.W))
    {
        holdCounter -= Time.deltaTime;

        if(holdCounter <= 0)
        {
            LookVertical(pm.y);
        }
    }
    else
    {
        holdCounter = holdTime;

        transposer.m_FollowOffset.y = startOffset;
    }
}

void LookVertical(float direction)
{
    Debug.Log("look up or down");
    transposer.m_FollowOffset.y = viewDistance * direction;
}

SOLVED:

I needed to use GetCinemachineComponent<>(); to access the transposer