I want a camera that can move up, down, left, and right without rotating at all.

I have a game I’m working on that has a top down view of the game board, with the camera looking down from above.

I do not want the camera to rotate at all, ever.

I want the camera to move exactly like the blueprints editor itself, where right clicking and holding allows you to “grab” the world and slide it around.
I’ve tried all sorts of searches on this, trying to word it correctly, but every single source online seems to only revolve around enabling camera rotation, and most of the results don’t even work (although that’s probably me missing a connection somewhere and having to find it in all the spaghetti)

Does anyone have a simple example somewhere that I can start from?

You want camera panning.

It’s hard to say what you need to do without knowing what your current setup is, but I assume you’re using the standard Pawn with Camera Arm? Try to move the target by changing its position directly rather than affecting control rotation.

I don’t know what your setup looks like, but i assume you want something like this:
Edit: you might want to make sure that SetWorldLocation is active as long as the mouse button is pressed.

So these helped out a bit, but I’m having a new issue in that the panning function isn’t working. It’s close, but every time I pan the camera, it immediately snaps back and heads in the opposite direction after it moves. when right click dragging, this means it goes in all sorts of strange directions, but with button presses, it just wiggles and returns to where it was.

Here’s my pan functions from the player controller:




(this is also from the player controller, not sure if it will be important)

and here’s the pan function from the cameradrone blueprint


Now here’s the teleport function, which DOES work, and it’s kinda nice but not the only way I want to move the camera around.

And just to be friendly and share, here are some other things from the project that might help give you more information about what might be happening.
hexes.PNG.jpg
This is the kind of map I’m working with, and you can read up more about them here: Hexagonal Grids
very good site, worth a bookmark.
here’s the origin point on my current map: hex-diagram.PNG.jpg

Here’s the level blueprint where I’m generating a sample radius 9 hex grid, then putting some colored tiles below the transparent ones.


and here’s the relevant section of my hex blueprint, which zooms onto a clicked hex and then says the coordinate of the hex

All that out of the way, I’ve been doing a lot over the last few days, thanks for the help you guys.