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Perhaps you should take a look at the Unity-related code. In UE4, UE4 retrieves the position from SteamVR and performs some transformations. Additionally, the repositioning is also handled by UE4, which is why the final position displayed differs from the position reported by SteamVR.
For example, I have a position(1.0f, 2.0f, 3.0f) and a rotation (0.948324f, 0.317305f, 0.0f, 0.0f), Rotate around the x-axis by 30 degrees.
In unity, I will get this result (1.0f, 2.024904f, 3.087058f) and a rotation (0.948324f, 0.317305f, 0.0f, 0.0f).
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