I’m not immediately aware of any/all ramifications of doing so, but if you make your VR pawn class a child of your third person pawn class, and all of your gameplay logic runs in that class, then you can (probably) quite happily get away with only adding the vr requirements in your vr pawn. I’m sure it won’t be that straight forward in honesty, but its probably adaptable. If not, then at worst you can have two separate classes and choose which one you want to spawn based on the mode you want.
There’s a few ways you can consider which character you would spawn then. The method I considered for a project that wanted the same kind of feature was using command line parameters to dictate and the gamemode would check and spawn the appropriate character class on postlogin