How do you handle a game's menu/ui in a game that can be optionally played in VR?

Hey Everyone sorry to bother you, I have a couple questions around switching between VR and Flat

  1. I think I understand that 2d widgets cannot be seen in VR? So If I want to make a game that is optionally played in VR. Is it better to make the entire game’s interface and menus on 3d widgets? or have 3d ones only when it detects a headset?

  2. If I wanted specific scenes to go back to a flat screen without requiring the player to take off their headset is there a way in BP to make a fake screen?

Thank you for your time

Well, “3D Widgets” are simply 2D Widgets placed in a Blueprint or spawned via C++ and then attached to an Actor’s WidgetComponent.

So you could theoretically build one single Widget and use it in VR and on desktop. You could then use two different pawns (which you most likely will have to do anyway).
The VR pawn then uses the 3D Widget while the desktop pawn would use the standard 2D widget.

You might get issues with text readability in VR though. Setting some text to a higher font size would most likely make it blurry in VR. I’ve seen some suggestions on setting a very high font size for VR and then downscale the widget itself inside the Actor Blueprint where you spawn it.

There might be more elegant solutions to this though.