Loops2DPanZoom

Maya-style 2D Pan/Zoom for the Unreal editor viewport.

Loops2DPanZoom drives the viewport’s camera non-destructively to pan/zoom in place, similar to Maya’s 2D Pan/Zoom, keeping selection, gizmos, and Control Rig in sync (at the cost of slight perspective distortion at large values). It can also auto-lock the camera onto the selected Control Rig control and follow sequencer camera cuts.

  1. Copy the Loops2DPanZoom/ folder into YourProject/Plugins/.
  2. In Unreal, go to Edit > Plugins and make sure « Loops 2D Pan/Zoom » is enabled.

Toggle

Click the 2D Pan/Zoom button in the viewport toolbar, or press /. The toolbar button acts on, and gives keyboard focus to, the specific viewport it belongs to, so shortcuts work immediately without needing to click inside the viewport first.

Shortcuts

/Toggle 2D Pan/Zoom on the active viewport
Shift + /Reset to 100% zoom, no pan
Alt + Middle-MousePan (tilts the camera in place)
Alt + Right-MouseZoom (drag right to zoom in)
Numpad 4/6/8/2Pan left / right / up / down, one step at a time
Numpad + / Numpad -Zoom in / out, one step at a time
Numpad *Toggle zoom + pan between their current values and 100%
Numpad .Lock & Follow the camera to the selected Control Rig control

All shortcuts work regardless of the active editor mode (Select, Landscape, Rig Editing, etc.), and pan/zoom state is stored independently per viewport, so one panel can stay zoomed in while another shows the normal view.

Live Camera-Cut Following

While enabled, pan/zoom continuously follows whichever camera Sequencer’s Camera Cuts track is currently showing. If you scrub to a different shot, or the shot’s camera moves, the base view updates on its own; the pan/zoom offset simply stays layered on top of it.

  • Updates on every playhead move and every camera-cut change, not just once at activation.
  • Keeps working even while the viewport is locked to Camera Cuts.
  • Falls back to the viewport’s own camera when no Sequencer camera cut is active.

Requirement: the viewport’s « Allow Cinematic Control » option (View Options menu, in the viewport toolbar) must be unchecked for 2D Pan/Zoom to actually drive the camera.

Lock & Follow the camera to the selected Control Rig control

On-Screen HUD

While pan/zoom is active on a Level Editor viewport, a small always-on-top overlay appears in the corner:

  • A minimap-style rectangle: an outer frame for the original framing, and an inner one showing where the current crop sits within it.

The crop rectangle is a visual aid, not a precise measurement: it approximates the offset from FOV/ortho zoom and doesn’t account for aspect ratio.

  • Not mathematically identical to Maya: zooming via FOV changes perspective compression, and panning via rotation introduces slight edge distortion at large angles. Barely noticeable for moderate use.
  • Past Unreal’s FOV floor (5), zoom switches to dollying the camera forward instead of narrowing the FOV further, trading pure parallax-free zoom for extra range.
  • Manual camera navigation (WASD, orbit) while pan/zoom is active doesn’t update the base view: disable and re-enable to recapture it from the current position.

Github : https://github.com/LoopsCreativeStudio/Loops2dPanZoom