Turning: Put your Camera onto the event graph, pull off of the connection and look for a Get Actor Rotation. Break the Struct (right-click and select to split the pins) and off of the Yaw (I believe), promote it to a variable (CamYaw). Check if CamYaw + (for left turns, use -90, for right turns, use +90) will go above 359 or below 1, if it does set it to 0. Off of the Camera, pull a Set Actor Rotation and plug in the CamYaw variable. All of this is attached to your turning inputs (Q & E by default standards).
Moving: Same idea, but you will use Location instead of Rotation. Make a Steps variable and set it to some length you want the camera to move by, for example 100.
The ideas are there, but without having access to Unreal, I can’t really “show you” what all of this means. Hopefully this will tide you over until someone decides to post a screenshot or something.
Note: This was a quick and dirty flow of process, so it may not be complete.