Oculus detection is functioning, but Vive does not. I realize there are only a handful of people out there with Vives right now… but has anyone else tried figuring this out?
if (GEngine->HMDDevice.IsValid() && GEngine->HMDDevice->IsHMDEnabled())
{
if (GEngine->HMDDevice->GetHMDDeviceType() == EHMDDeviceType::DT_SteamVR)
{
// BLAH!
GetHMDDeviceType doesn’t seem to be exposed in the HeadMountedDisplayFunctionLibrary, so you can’t access it from blueprint. You’ll have to expose it yourself or use cpp…