Little update, managed to transform my proc mesh so it’s drawn in camera space. Just a basic transform. Remember to set tick of the actor to PostUpdateWork to avoid input lag.
On the parent actor of the component:
void ACTATeighaActor::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
gridComp->UpdatePoints(time);
time = time + DeltaTime;
auto vec = GetWorld()->GetFirstPlayerController()->PlayerCameraManager->GetActorForwardVector() * 10;
gridComp->SetWorldLocationAndRotationNoPhysics(GetWorld()->GetFirstPlayerController()->PlayerCameraManager->GetCameraLocation() + vec,
GetWorld()->GetFirstPlayerController()->PlayerCameraManager->GetCameraRotation() + FRotator::FRotator(45, 0, 0));
gridComp->SetRelativeScale3D(FVector(0.2, 0.2, 0.2));
}