uh… so, let me see if I understand this right…
when oculus starts, the HMD position is set to [0,0,0], which is the HMD origin. When the player moves, they move relative to this origin position.
When you create a level in UE4, it has objects placed in world space, which means they’re all placed relative to the level origin. You want the HMD origin to match the level origin?
Generally… this is a bad idea. You want to place player start locations anywhere in the level and have the HMD start there. You don’t want to hard code in any relationship between HMD position and world position. Why? Imagine a player uses artificial locomotion (gamepad, keyboard mouse, something else) to move the controlled character forward 5 meters. Suddenly, they’re offset by 5 meters from the world origin. Or, what happens if the player goes to a part of the level which contains an elevator, which moves the character? Or, what happens if the player tries to move into a blocking obstacle?
If you’re doing what I think you’re trying to do, stop. Do it the right way, you’ll thank me later when you don’t run into problems and save a ton of time.