Yes, this is a big part in solving the room scale locomotion problem. The problem is that players could walk through colliding geometry in VR because there is nothing in their play space blocking them from walking through it. If you’re just constantly setting the camera position to the HMD position (as most people currently do), the player can clip through any colliding geometry. So, I discovered that the best thing to do is to break the HMD controls from the character controls by creating two completely separate actors. The HMD is the “VR_Head”, which contains all VR hardware interactions. The head is then mounted onto the head position of a character and constantly set to the character head position. In order to move the character, I measure the HMD position delta and apply that delta as movement input into the character movement component. The character receives that movement input and moves exactly how far the player moved. So, the head isn’t moving, but it’s sending movement commands to the body, which creates the illusion of movement. Now, because the body is moving, we get all of the in-game collision effects, including being blocked by static geometry. When the player tries to physically walk through a virtual wall, the character is blocked and the camera is blocked as well.
You can also have a disembodied head. In this case, you can still have collisions. You’ll just have to put in a colliding component onto the VR head pawn and then do a sweep from the last head position to the current head position and if there are no collisions, you can update the head position by the HMD position delta. This would work well enough for spectators.