My solution for that was to make a camera actor blueprint. It is just a camera and some collision walls that block the player from going too far up or down or left or right. The camera moves in the Y axis and only to the right or Y plus. Then set view target with blend in the level BP to use this new camera. This way the camera governs the movement of the game and can be made to stop once the player walks up to a group of enemies and not move again until all enemies have been defeated.
But it would be interesting to see it done from a camera that was parented to the player. Someone in the forum once explained to me a way I could do it using some kind of child actor system but I never got it to work.
That is what I’m doing to keep the players looking either left or right all the time. I set the rotation in Z to -90 or 90 accordingly.
Ok, will consider that. Thanks for your input.