Lock to HMD = false still results in the camera following HMD orientation (VIVE)

For those who can compile their own engine, in UE 4.18, you can fix this in the following function in DefaultXRCamera.cpp:

void FDefaultXRCamera::PreRenderView_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneView& View)
{
	check(IsInRenderingThread());

	// Disable late update for day dream, their compositor doesn't support it.
	const bool bDoLateUpdate = (TrackingSystem->GetSystemName() != DayDreamHMD);

… by setting bDoLateUpdate to false when the active Camera component “bLockToHMD” is set to false. In order to do that, I added a bUseLateUpdate in the FDefaultXRCamera class, and I set it in the ULocalPlayer::GetProjectionData(…) function, the same way UseImplicitHMDPosition is set.