Upon working through the method suggested in the video I posted above, I refined the methodology and combined the marquee selection capability with my RTS camera pawn. In the video, the author spawns a separate actor to be his marquee collision box, he setups the logic inside that actor and modifies that actor based on the mouse inputs from the player controller. I combined the authors actor with my camera pawn by simply adding a collision box to my camera pawn blueprint so that I didn’t need a completely separate actor. The collision box initially starts with no size and no collision at the same locations as the default root. See below for the blueprint event graphs I used to de-clutter and consolidate the author’s method. I also got rid of the event tick and setup an event timer by function so that the marquee isn’t constantly computed every tick, but rather only while the trigger event is firing. I have not yet added a HUD component that shows where my collision box is, I’ve just left the collision box as “visible” and un-checked “hidden in game” for now. I’ve used the enhanced inputs with “Started” as on-left-click, a “Hold” functionality applied to “Triggered”, and I left click-released alone as “Completed”.