There appears to be a bug in the engine’s integration of both Oculus and SteamVR where if you are making a networked game and set the head rotation based off of the hmd orientation all of the players heads will move. There doesn’t appear to be a way to change this behaviour and it’s not doing it in Unity builds, which means it must be something in Unreal. Does anyone have any work-arounds? preferably in blueprint.
You need an authority switch in your code somewhere from there you sample the hmd position. Then only the blueprints with authority will rotate, this will look correct on clients, but may not on hosting servers.
Just to update here, this is actually a bug. I already have an authority node and the bug is NOT present over network. It seems to be caused if you are testing multiple clients on the same machine.