Do I need to set up a camera, pawn, player controller etc if I want to package content to use on Oculus Rift?

Im assuming youre using the default mesh that is created when you make a new character blueprint. That thing is more useless than employees at radioshack. What you need to do is ad the camera as a child of the capsule component, add a Second skeletal mesh component as a child of the camera. In your event graph for said player, add input axis event MoveForward(or whatever you called yours) the white pin shoukd be connected to an AddMovementInput function node, the axis value from MoveForward shoukd be connected to the scale value. Then another node Get Actor Forward Vector shoukd be connected to the World Direction pin for the AddMovementInput node.

Now assuming you are using the W key to move forward, make sure in your project settjngs input, for axis mappings, under your moveforward axis mapping, the Key is W and the Scale is set to 1