I’ve run into similar issues recently ;D
Disclaimer: I’ve not added a separate view. This might not apply!
What unreal is doing, is creating a virtual head rather than using the camera. For whatever reason it does not update the camera location based on the head / hmd location so you have to do that part on your own.
As you probably know oculus dk2 and most new hmds have in addition to the rotation a location tracking. This allows us to move the player camera left and right or wherever according to that helping enormously with simulation sickness. Unreal is pretty much completely taking care of that for us which is great… but also not so great.
My issue was using the exact location of the head for something rather than having it at a fix position. This means I sadly have no clue how this can be fixed but it might help regardless!