RTS Camera in blueprint

Hi all, i am having a hard time adjusting to blueprints, i could create it in c++ however i think for a visual perspective of how this should work, it’s more important for the camera to be handled by a blueprint.

The issue i am having is having a standalone camera that’s not embedded as a component like the camera examples you get with the engine. I need a camera that’s “separate” and can be set to look at a certain pawn\character and also be independent (move around freely like any rts) , which is moved with the keyboard (W, A, S, D) and can rotate on the x axis with the middle mouse wheel.

Can someone help me accomplish this?

make your pawn(derived from Pawn class) but with no mesh compoments. then you can still drive camera by playercontriller and it’s HUD.