How do I calibrate the floor height for Rift?

I’m building a room scale VR game where people stand and move around in the play space. I have the Oculus Touch controllers and two cameras. The cameras are mounted on either side of my desk, with about 5 feet of distance between them. The cameras are tilted about 5 degrees upwards from a perfectly horizontal position.

In the development of my game, I’m creating my VR character and orienting my tracking origin to the floor of the play space. I set my height at 6’1 in the room setup. When I’m standing at full height in my room, the real world floor does not match the game world floor. It feels like there is about 10-20 centimeters of vertical offset, where the game floor is higher than the play space floor. This makes me feel taller in the game than I actually am.

I was tempted to just nudge the VR camera down until I hit the correct height, but it is a dirty hack / work around which could potentially cause other players to be shorter than they really are because their room calibration is correct. So, this feels like it should be a preference setting or calibration process which happens during the room setup. The camera’s people have mounted in their play area may vary in height from the floor, so we shouldn’t make any assumptions about default camera height from floor.

I know with the Vive, a part of their setup process is to have the player place their HMD on the ground and then the floor is calibrated from that position.

That is what the Reset Default View function does in the Oculus home app. You type in your height, measured from the ground to eye level, then it measures your position.

I have a similar question using 4.15.1. My simple question is: how to get the correct eye height in Unreal for Oculus in the default FirstPerson project?

Did a reset of the sensors and eye-height in the Oculus home app.
Started a new First Person project.
Run a VR preview -> eye height seems to be about 1 meter height.

Tried raising eye height by adding a ‘set tracking origin’ + ‘eye level’ in the fist person character Event Graph. No effect. If I change the ‘eye level’ to ‘floor’ its way too high again.
Tried adding a ‘set relative location’ + Z-value in the same Event Graph. Only works if I disable ‘Lock to HMD’. Is no solution either because my arms are floating in space and have to correct for that.

Any Oculus user who can help me out here? I hope the solution doesn’t mess up the normal non-HMD mode because I would like to use the project for people who don’t have an Oculus as well.