4.11 VR Camera rotation/world scale issues

I haven’t tried reproducing it in an clean project, but like I said - I am using the couch knights demo, which is an Unreal Sample Project. All you have to do is open it up and either play as the second player or move the primary player avatar to the opposite couch (rotate 180). No blueprint changes are required to reproduce the issue.

All I changed was removing the logic to position the on-screen text as that now works automatically by parenting the text to the camera. This had no bearing on the issue.

I had the impression that this sample project was supposed to have been updated to work with the latest VR updates (the camera refactor). FWIW, I am using an Oculus DK2 and I had the same issue before and after the Oculus 1.3.0 sdk update.