Whenever I use the rift it starts applying its rotation to the rotation of my player camera. Because my camera is attached to a socket and I am using the rotation of the Rift to drive animations, this means I get double rotation, as in looking down 45 degrees in real life is equal to looking down 90 in game. In my custom player controller class I have removed calls to ApplyHMDRotation and set the camera manager’s bFollowHMDRotation = false. I am not sure what else to try. It also seems like it is shifting the position of the camera around a fulcrum. Any help is much appreciated.
I found the answer. Going through https://wiki.unrealengine.com/Oculus_Rift again, I tried setting bUpdateOnRT=false and it solved the problem, as well as a weird rendering issue I was having.