VR Movement in Real Life to In-Game

You can attach the camera to the player head using sockets, so that the camera will always follow the player…to avoid re-orienting the camera I strongly suggest you to use a scene component, make the camera a child of the scene component, then drag the scene component under the character and attach it to the head socket.

You can also add a collision mesh to the head, so that the player won’t be able to put his head thru walls, but this can lead to sickness in VR, so my advice is to use a setup where the user is aware that his head is close to a wall, by using visual feedback which allows the player know that he’s approaching the wall on that specific side…something like when you’re being shot in a normal game and a red line/dot informs you that someone is shooting you from that direction