I think it’s been covered here, but the bulk of my VR UI is built of a mix of 3D elements and UMG nested in widgets. I attach all of this with an extra spring arm (or more) connected to the camera. What I find being really key is the distance from the camera and the SLIGHT lag that is used on this element. It is my onion that just the right mixture of lag on this U.I. can really help make things more comfortable.
I also wanted to share some excitement I had last night, while sharing my latest build with the wife. (Note, I’ve made her very sick in the past on several occasion. Her first brush with VR had her on the couch for 3 hours.) Usually I tell her to close her eyes, move her around to the right spot or show her things with little to no acceleration. For some reason while demoing an environment to her, she grabbed the gamepad and started moving her self around with mostly traditional FPS controls. After a minute or two she asked if there was a run button.
Complete 180 from most of our previous encounters. All of this stuff is so infantile at the moment. Personally I don’t want to fall into all of the assumptions that people are making and declaring as ground rules for VR. Maybe for VR today, but I hope keep experimenting in both success and failure.