VR panoramic camera set up to render local camera angle instead of world axis forward direction

Hello,

I’m rendering a VR panoramic view and I’ve noticed that by default, the camera is directed forward throughout the entire sequence, regardless of any camera rotation animations. In my scene, I have an animated camera moving around an object and staying directed towards it throughout the animation. How can I render the animation so that the camera stays directed towards the object throughout the entire sequence?

By default, in a VR panoramic sequence, the entire animation is directed towards the world’s forward direction, requiring the viewer to physically rotate themselves using the headset to view other angles. It’s uncomfortable. What blueprint or what set up need to apply to render exact the same angle as camera position in the world instead of world Y axis forward rendering?
Can you advice topic which solving this option?