It was a bit messy to implement. I couldn't find any scripts to fix the camera height, so I created a matrix of triggers with camera splines overhead. When a character enters a trigger, I perform a 'StartCameraSpline()' call in the story script and give it a StartIndex that is in the center of the trigger just entered. Each node in the spline has a fixed height and rotation so that's how I keep a consistent, locked camera view.
Ideally I would have a fixed camera height without the ability to zoom but still enable pan and rotate, but I haven't figured out how I could do that.