PLEASE NOTE: THIS IS AN EXPERIMENTAL TOOL. YOU SHOULD NOT USE IT ON SENSITIVE/VALUABLE DATA. IF YOU DO SO, IT IS AT YOUR OWN RISK.
Click the right mouse button on the Editor Utility Widget "Orbit_Cam_[version]" and select the top option Run Editor Utility Widget.
This will open up the interface and switches your standard editor viewport camera to a temporary camera for the session.
This camera is meant for viewpoint setup and is not providing the full Orbit Cam functionality you get during gameplay.
Fly to your desired perspective and setup the camera settings for your viewpoint. Hit "Make Viewpoint". By that, a Pwn_OrbitCam actor will spawn and the viewpoint will be added to your collection in the interface.
When finished setting up your viewpoints, you can make some general settings for Gameplay:
Should the OrbitCam system be activated for Gameplay, Input-Devices and the motionspeed. By default, The OrbitCam and both input-methods are activated.
You don't need to make any settings to your project or level in order to get OrbitCam running and receiving inputs during Gameplay. Its all being done for you.
If there is already a player start and some gameplay settings in your level i would suggest you to deactivate or delete them, as they might interfere.
During gameplay you can freely navigate through your level and fly to your viewpoints. Therefore you can either use the hotkeys you defined before or use the shoulder buttons on your gamepad. Using the shoulder buttons will go through your viewpoint according to the order of your collection.