Is it possible to calculate camera location and rotation the unreal 3 old way in c++?

Is it possible to calculate camera location and rotation the unreal 3 old way, manually calculating the vector and the rotator for location and rotation?

In all the examples I saw camera movement was simply achieved using components (like SpringComponent) and built-in camera functionality. But what if I want to code a more complex camera behaviour, where should I start? do I still need a UCameraComponent attached to my pawn or an external CameraActor?

Yes, override CalcCamera of actor that will be view target and modify OutResult