Moving Unreal Engine Camera While Game Is Paused
You can continue to move/rotate your camera while game logic is PAUSED in Unreal Engine. Unfortunately, it’s a little obscure to set up so here is a quick overview with C++.
PlayerController::bShouldPerformFullTickWhenPaused (true) // Allows Camera Updates during PlayerController Tick.
UWorld::bIsCameraMoveableWhenPaused (true) // Fixes TXAA/MotionBlur glitches.
bIsCameraMoveableWhenPaused doesn’t actually allow rotation itself but fixes TAA and MotionBlur while paused.
Here is an example of exposing this to Blueprint:
void ULZGameplayStatics::SetCameraMoveableWhenPaused(const UObject* WorldContextObject, bool bNewIsMoveable)
{
if (ensure(WorldContextObject))
{
WorldContextObject->GetWorld()->bIsCameraMoveableWhenPaused = bNewIsMoveable;
}
}
Finally, make sure your InputEvent related to camera input executes while paused using ExecuteWhenPaused checkbox.

This checkbox isn’t necessary when used inside PlayerController since the FullTick checkbox enables full processing of input! (which may be an undesirable side effect, make sure your other PlayerController input is manually blocked as needed using IsGamePaused-node)
That’s it! You may need to enable TickEvenWhilePaused in whatever Pawn/Actor is performing logic related to your camera input in its Tick function.