VR Expansion Plugin

I have a pawn setup for VR with the following hierarchy. SphereCollision->CamNeck(SceneComp)->Camera. They all sit on top of each other at a completely zeroed out location. The sphere collision is just a sphere that barely surrounds the VR users head. It always stays on top of the camera - even when the camera moves around in VR I adjust everything to stay together in the Pawns tick. The problem is that when I launch the game in VR Preview I can see the mirror pop up window everything looks good, but the moment I enter VR the VR system takes over and moves my camera away from the parent components. It gets moved exactly the distance my head is from the VR playspace floor/ center. So The VR system is forcing my root component (SphereCollision) to act as the floor, and it pushes the camera up and away to mirror the real world head to floor center difference. Now I’ve tried all the normal stuff

tmpTrackSys->SetTrackingOrigin(EHMDTrackingOrigin::Eye);

I’ve also looked into having a notification occur when the headset if put on - but VRNotifications Delegates are not actually hooked up under the hood of UE4. Binding to them does nothing.

plugin looks great but I already have all the other VR interactions built so I don’t need all of that. Additionally my pawn is very specific to the game I’m building. Can I ask how you would accomplish resolving issue - seems like somewhere in plugin there may be a way to catch the entering VR situation,