Problem with offsetting SteamVR rotation dynamicly

I am trying to utilize UE4 along with the HTC vive to perform some redirection techniques. To do this, I have to add a rotation offset to the camera. However, in my current setup, I utilize a scene component as the parent of the camera, which I am then rotating. I then rotate this scene component to perform the redirection. However, since the player can walk in room scale, the pivot of the scene will not always be centered on the user. Is there another workflow of doing this? I am currently doing this with blueprints, but any C++ solution would also be fine.

Never min, I figured it out. I simply had to subtract the location of the camera after the rotation, with the location from before the rotation, and add that as an offset to the scene component.

Hey, I know this is old but i’ve found myself in the same boat would you happen to still remember how this is done and possibly lend a hand? I’ve got all the movement, Rotation and collision set but the only issue is the room scale rotation.

Any help from anybody would be awesome.

Below is my current setup: