Virtual Scouting - Sync VR HMD to Mocap suit position or vice versa?

I am currently trying to find a way to get a hold on the Viewport Camera used in the Virtual Scouting plugin [viewed from within a VR headset / HMD] in Unreal Engine 5.1, in-editor. I read the documentation and several discussions about the plugin itself, but none discusses customising this. The plugin works as it is intended to, so no issues there.

What I am attempting to do:
I am using a mocap suit which I would like to synchronise with the HMD view. What I concluded, is that I would like the position update of the Viewport camera to be using another set of coordinates [those from the mocap sensors, not the headset directly], so that it will follow the mocap suit’s head.

Why I am attempting this:
I want my virtual body [mocap] to be at the same position as my virtual head [Vive HMD] while being in Virtual Scouting mode, so that it looks as if my virtual body is my own.

What is currently happening:
The mocap suit comes with software which can use the headset’s position rather than its own head sensor, but this somehow doesn’t affect the position of the viewport in Virtual Scouting mode. When trying to line up mocap and HMD in Virtual Scouting mode, they diverge after a few steps forward and backwards.

I am relatively new to Unreal and Blueprints, but I have a solid understanding of C# within Unity. However, I am no C++ dev, so I prefer to look for a Blueprint solution if possible. If you think I am approaching this the wrong way, I am happy to hear alternatives as well.

TL;DR
Is there a way I can synchronise my HMD in Virtual Scouting mode with a mocap suit?

You can do this now in the Virtual Scouting 2.0 toolset. In the VScoutAvatar BP class there is a funtion called “GetHeadTransform()” which should let you get the head/camera’s POV in BP.

You can subclass the BP_VScoutAvater to override the out-the-box behaviour.