XR calibration

Hello,

I am working on mixed reality . I have a question about the Varjo calibration.I am working with Varjo XR-3 and Unreal Engine 5.1 and we are using the Ultraleap plugin. Therefore, our camera is Ultraleap’s camera. Because we use Mixed Reality, there is a real image in the sitting area. According to the person using this, the mask used for XR does not fit properly because it slips. While adjusting the position, I saw that the Varjo glasses calibrated when the simulation was first opened and then kept it in the game. It does this according to the height of the person, and this causes our mask to slip. Before the simulation starts, it should ask the person sitting to calibrate so that our mask does not slip. Is there any way we can solve this problem? How do Unreal and Varjo users do the calibration for XR?