Curious if there’s a way to do this in blueprints or code (preferrably blueprints). Checking if HMD is enabled isn’t sufficient - if I have it plugged in it always returns true.
You want to check bUseVRPreviewForPlayWorld, from EditorEngine.
Something like this C++ snippet:
UEditorEngine* EditorEngine = Cast<UEditorEngine>(GEngine);
if(EditorEngine)
{
return EditorEngine->bUseVRPreviewForPlayWorld;
}
return false;
It isn’t exposed to Blueprint.