[4.14 Bug] VR camera doesn't work

I am using the github release branch, currently on 4.14. Whenever I start the game, and if there exists a camera in the scene, in VR the camera will always center to 0,0,0 in world position, OR to whichever possessed pawn’s local 0,0,0. Blend view to target doesn’t work, having a seperate camera doesn’t work…nothing works (I do have locked HMD on). Without VR preview, everything works normally. To replicate this, it’s best to make a camera that’s top down VR without being 1st person from the pawn.

I didn’t have this problem when I tried back in 4.10; I assume this is an engine bug, or does anyone know how to get it to work?

I think I found the answer…for some reason, the VR headset was taking the possessed Camera Component’s LOCAL position and translating it to WORLD position. Since the Camera Components were at 0,0,0 in local position (even if they were placed like 1000,1000,1000 in world), it kept forcing it to 0,0,0 in world no matter what.

A current workaround (which hopefully can get fixed in the engine later):

-Create your own playercontroller

-Turn off “auto manage active camera”

-Create an actor with camera component inside (you CANNOT create a camera actor as the local position for the camera component in that is fixed at 0,0,0).

-Click the actor’s “self” settings and make sure its “auto manage active camera” is on

-Make the root a scene or anything but the camera

-Move the camera in local position to reflect world position

-Moving the camera through blueprints beyond this point will take stupid workarounds… like move camera world location won’t work, so you have to move the root component’s world position + a fixed vector amount you need, or move the camera’s local position (which gets messier when you use those vectors to calculate other things)

How do I submit a bug report? I need to get this fixed as soon as possible to continue my project =(