honestly i’m struggling to understand your questions and your situation.
but ill try anyway.
i had some experience replicating vr, and what i had to do is manually replicate the information.
the transform of all the things that transforms.
on the vr client you get that transform automatically, but then i created an actor compontent that periodically sends that to the server (wiith a tick interval > 0). (this is the autonomous proxy only)
the server then replicates that to the clients. with rep vars or multicast unreliable rpcs (careful with this (on one version of the engine i had issues with unreliable multicasts)).
the same component, on other clients (simulated proxies) will grab those transforms and tween them. with a tick interval closer to the fps (im actually using a custom significance plugin to manage their interval based on distance).
afaik even on vr to vr replication, youll have to replicate teh info manually. since it’s client based.
since the component is custom, it matters not if the data comes from a vr client or a desktop or mobile.
beware that setting the transform on the server, for certain things, might make your stuff “stutter”.
so i don’t set the transform on the server. (for now until i deal with that).
how do you disable something you don’t have? you dont. you add code that doesnt crash if it’s not there.
as long as you can make a build that’s fine.
note that ive posted this before i came up with the final implementation (what ive described above)
there’s a plugin also, but i’m decided to make my own code for it. you might get lucky with it, but beware that what a plugin gives you is all you can do (unless you are ready to modify it), so beware the pro/cons.