Bug/Strange behaviour of Oculus Boundary Component GetPlayAreaPoints

Hi,

I’m using GetPlayAreaPoints to display the rectangular room boundary/chaperone. This works fine if as in the Oculus SDK Unreal sample there is a pawn with no camera in it.

However, if the pawn has an HMD locked camera in it, as in the Unreal VR template motion controller pawn, then the points that are returned in GetPlayAreaPoints change depending on the rotation of the HMD.
This looks like a bug. Is there a way to counteract the effect. Given that GetPlayAreaPoints is meant to use world coords.

The returned points do become constant if I subtract the player camera location, but the resulting boundary is in the wrong place/rotation.