Handle plugin & platform dependant Blueprint Functions

Hey,

I’m developing for VR, where the main Targets are Meta Quest (Android), PS5 and Windows.

Meta Quest comes with their own Plugin & Nodes. One specifically is the OculusXRHapticsPlugin.

Now this Plugin only works under Android & Windows (due to the dependant libraries), but provides Asset Types & Blueprint Functions.
So when I want to use this, it causes PS5 to break during cooking as the Asset Types or Blueprint Functions are not defined.

So far I’ve been fixing this by writing wrapper blueprint functions and doing #ifdef PLATFORM_ANDROID around them.
But maybe there is a cleaner and more unreal-native way of handling this?