How to change FOV for Oculus DK2?

Whoops, looks like there was a bug in there as well preventing it from taking. If you change the following lines in your OculusRiftHMD.cpp, and recompile, you should be able to change the FOV at will:

// debug configuration
		if (Flags.bDevSettingsEnabled)
		{
			float fov;
			bool bChangedStereo = false;
			if (FParse::Value(Cmd, TEXT("HFOV="), fov))
			{
				HFOVInRadians = FMath::DegreesToRadians(fov);
				const float HalfTan = FMath::Tan(HFOVInRadians / 2.f);
				EyeFov[0].LeftTan = EyeFov[0].RightTan = EyeFov[1].LeftTan = EyeFov[1].RightTan = HalfTan;
				Flags.bOverrideStereo = true;

				bChangedStereo = true;
			}
			if (FParse::Value(Cmd, TEXT("VFOV="), fov))
			{
				VFOVInRadians = FMath::DegreesToRadians(fov);
				const float HalfTan = FMath::Tan(VFOVInRadians / 2.f);
				EyeFov[0].UpTan = EyeFov[0].DownTan = EyeFov[1].UpTan = EyeFov[1].DownTan = HalfTan;
				Flags.bOverrideStereo = true;

				bChangedStereo = true;
			}

			// Recalculate the stereo projection matrices, if needed
			if (bChangedStereo)
			{
				const bool bRightHanded = false;
				EyeProjectionMatrices[0] = ovrMatrix4f_Projection(EyeFov[0], 0.01f, 10000.0f, bRightHanded);
				EyeProjectionMatrices[1] = ovrMatrix4f_Projection(EyeFov[1], 0.01f, 10000.0f, bRightHanded);
			}
		}