If I’m understanding your issue correctly, this forum post might be useful, https://forums.unrealengine.com/development-discussion/vr-ar-development/1444157-handheld-ar-world-origin. If you look at the blueprint network image in post #4, you’ll see that he is using a line trace to cast a ray from the center of the screen to the tracked AR plane. He is moving the world origin to this point on the plane, but (here’s the part I think might help you) at the bottom of the node network, notice that he gives the hit point transform a new rotation based on the camera’s world z-rotation. This effectively leaves the world origin z-axis pointing straight up, perpendicular to the AR plane, but rotates it to align to the camera. If you needed to have your world always aligned to the camera in a certain way, you could do something like this on every tick.