You can control the game camera by referencing the global clientside variable
Camera. It is accessible and changeable anywhere in the game loop clientside.
If you are currently transitioning from the old way of doing things to the new way, here are some pointers
FrameSimulate( Client cl )changed to
FrameSimulate( IClient cl )
It is recommended to put your camera code in an event called every frame such as
[Event.Client.PostCamera] (see Event System for more info) - or a method such as
Implementing a simple Camera to look around
Camera.FirstPersonViewerwill not hide the pawn if
EnableHideInFirstPerson = trueis not set.