How can I offset the floor level when integrating steamVR

I am working on a project that will incorporate the HTC vive. Currently the calculated floor is set at the center of the controlled camera in engine. So, if I calculate my floor as the IRL floor then put the headset on, I am in world and very tall. if I offset this by lowering the camera to the floor it fixes this particular issue. the real problem is that when attempting to draw a trace line out from the center of camera will draw that trace from the original camera position (the floor).
I am trying to activate an object when looking at it, but the view angle is broken by the way the headset is handled in-engine. if anyone has any insight it would be much appreciated.

I read into the steamVR api a bit and ended up using the get tracked device location and orientation function. this gave me the location from level origin so adding the player character actor location to the vector positioned me where I needed the trace to be from (straight through the eyes of the headset)