Part 6 – RTS Camera Boundaries – Master Your Map's Limits!

Part 6 – RTS Camera Boundaries – Master Your Map's Limits!

Learn to set up clean RTS camera boundaries in UE5 using collision channels and blocking volumes—no math, just Blueprints.

Welcome back! In Part 6 of the RTS Camera Series, we’re tackling something every strategy game needs:
map boundaries that stop the camera from wandering outside the playable area.

This idea came directly from the community — shoutout to @UnlessItsCrap for the request.
We’ll build a collision-based solution that requires no clamping math or messy calculations.

By the end, your camera will be fully locked inside the map, and you’ll have a clean, scalable system that works with everything we’ve built so far.


🎯 What You’ll Learn


📝 Chapters


⚙️ Step 1: Create a Custom Collision Channel

  1. Open Project Settings → scroll to Engine → Collision.
  2. Under Object Channels, click New Object Channel.
  3. Name it: RTS_Pawn
  4. Default Response = Block.

👉 This channel will be used only for our RTS camera pawn, ensuring boundaries affect it but not other actors.


⚙️ Step 2: Add Box Collision to Camera Pawn

  1. Open BP_RTSPlayer.
  2. Add a Box Collision component.
  3. Drag it above the current root and set it as the new root component.

This box becomes the physical body of the camera pawn.

📌 Why?
Instead of blocking the camera directly (which is awkward), we block this box. Boundaries will treat it like any other physical actor.


⚙️ Step 3: Configure Custom Collision

With the box selected:

This ensures blocking volumes tagged for RTS Pawns will stop the camera pawn, but won’t interfere with players, units, or other actors.


⚙️ Step 4: Enable Sweep on Movement

Earlier, we used Set Actor Location in Tick to move the pawn.

👉 Go back to that node and check Sweep.
Now Unreal will check collisions before moving the pawn, so it stops at walls instead of clipping through.


⚙️ Step 5: Adjust Box Extent (Optional)

To match your camera footprint more precisely:

These values define the “hitbox” of your camera pawn. Adjust to fit your game’s top-down view.


⚙️ Step 6: Add Blocking Volumes

  1. In the Main Map, go to Quick Add → Volumes → Blocking Volume.
  2. Place it where you want your first boundary wall.
    • Example: Location: X=0, Y=2000, Z=0
  3. Scale via Brush Settings:
    • X = 7000
    • Y = 200
    • Z = 10000

This ensures the wall is tall enough that the camera pawn can’t climb or slip over it.


⚙️ Step 7: Collision Setup on Blocking Volumes

With the Blocking Volume selected:

👉 Now this volume specifically blocks the camera pawn, leaving other gameplay actors unaffected.


⚙️ Step 8: Test & Duplicate

  1. Hit Play and move toward the wall.
    • The camera pawn should stop cleanly at the edge.
  2. Duplicate the Blocking Volume (Alt + Drag) and place 3 more walls for all map edges.
  3. Scale them until the entire playable area is enclosed.

✅ Final Result


🔮 Next Up

In Part 7, we’ll cover edge mouse movement, a classic RTS feature where the camera moves when your mouse touches the edge of the screen.


🔗 Resources

📺 Watch the full tutorial here:
👉 https://www.youtube.com/watch?v=2ZJiGCw7IiI

Code