There are times when I would like to display a static mesh billboarded in front of the camera. In my pawn where the camera component is defined, I have a static mesh parented underneath the camera.
This displays just fine in normal play, but when the Rift is enabled, the mesh is no where to be seen.
So my question: does that camera component actually get replaced with another when the oculus is enabled? Is there any way to preserve the hierarchy under the camera?