Incredibly easy for a Starfox 64 type game. The basics could be constructed in under an hour. I can think of a couple different ways of doing it off the top of my head. In both cases, the camera would be the root of your “player” blueprint, and then mesh of your spaceship would move relative the camera, constrained by the dimensions of your screen/play area.
Most obvious method: just animate the player with a Matinee.
Or, you could make a Waypoint blueprint. The player blueprint seeks out the first Waypoint (using Find All Actors of Class), then rotates with Interop to face that waypoint (while still flying forward based on the camera’s normal), and then continues flying until it hits the waypoint. That waypoint would have a variable pointing to the next waypoint, and so on, until you reach the last waypoint in a level. Waypoints could also load and unload portions of your level, if it’s very large.
To make it just a bit more fancy, you could have decision points (like in Starfox 64), where the player might take one path or the other. In this case, you could just have two boxes in the level, arranged such that the player will fly through one or the other depending on whether he’s on the left/right or top/bottom of the screen. Each box, when overlapped by the mesh, sets the next waypoint.