Do I need to set up a camera, pawn, player controller etc if I want to package content to use on Oculus Rift?

I’ve been learning Unreal for the past two months and now have a setting I am happy with that I would like to start testing using an Oculus Rift DK2 . I’ve noticed that when I’ve played my level within the editor certain objects(?) are automatically generated within the World Outliner such as a CameraActor, DefaultPawn, GameState, PlayerController, etc. I am wondering if I need to create these or define these “objects”/settings prior to compiling and packaging for use on an Oculus. And if so, how to create them and set them up such that they are linked together.

Related - I would like to know how to keep the settings that are auto generated when I click play but keep certain changes I’ve made. For example, how to keep the changes I made to the DefaultPawn’s max speed during a play session without having them reset when I stop play mode and start another play session.

Relevant(?), I am working on an arch-viz project where the player is walking around a floor with a few animations and triggered events.

Thank you!