SpawnActor() in VR takes in orientation of HTC Vive HeadSet

I am currently using an HTC Vive headset to do C++ Programming. I was trying to test client-server for one of the character classes I wrote. I had created 2 seperate PlayerStart Actors to spawn 2 different characters. What I was trying to do is to spawn a gamepad controlled character on the Server, and VR character on the client.

When I tried to do so, I noticed that the SpawnActor() function for the VR character has its Rotation yaw value always affected by the orientation of the HTC Vive I’m using. More specifically, I suspect that the GEngine->HMDDevice->Rotation was somehow being used in the SpawnActor() parameters. So what was happening was that depending on how the HTC Vive Headset was oriented, the character that was spawned using SpawnActor had a different yaw parameter in its rotation.

The PlayerStart actor I assigned for the VR Character has yaw set to 0 so it’s not the PlayerStart that’s causing this, it must only be the Headset. Is there a flag or something to turn this off?

Thanks