MyVRRacingGameDEMO( And a lot of questions about VR development)

[video]](It speaking in Chinese, and , hope you don’t mind)
Hi, everyone! Recently done a VR (HTC VIVE) compatible PC racing game Demo(PC only compatible with Windows64 bit system,
Can automatically adapt PC and VR), the name is temporarily called MomoRun! ( is my nickname). It not perfect, many features have not yet added to the release of Demo, is hope to get some feedback on the car control and user experience.
This project is entirely made by blueprint (I can only use blueprint), the current development process in the VR, encountered a lot of problems, so I hope to discuss some of it on this forum:

  1. In my another VR game Demo, I use Timeline node to made an elevator, you can press the button to move up and down, and stop anytime you want, the elevator in the third person’s character mode run perfectly, but replaced to the VR Pawn, the entire Timeline node function was failed. I have no other way to achieve this function, finally can only make stairs
  2. Later, when I was making this racing game, due to fear of trouble, it is mainly tested on the PC, and after connected to the VR equipment, popup numerous problems. One of which is the “Is Head Mounted Display Enabled” node. This node is used extensively on official templates, but it is only useful in Editor’s Preview, which is completely useless in the StandaloneGame and Packaged projects;
    图片1.png
  3. In addition, the problem of the 3D Widget. I have tried to add WidgetComponent inside the Pawn in case to show the VR UMG, the actual effect is feasible, but after I linked numerous nodes (mainly because the PC and VR Switch), and tested the game, found that the Array and Loop node for calculated the time and the game process are failed! I spent several hours checking the blueprint, and finally found the blueprint have no error, the only solution to his problem is to remove the WidgetComponent inside Pawn (I also try AddWidgetComponent node, as long as addition in the Pawn it will cause failure);
    图片2.png
  4. Finally, I use the EnableHMD node to solve the problem of VR identification, but in the SplashScreen display part, is still has problems. PC and VR screen will overlap, unless you delete one of the branches (that is, PC and VR, I can only choose one display SplashScreen ). Now I keep both, and it displays terribly wrong.
    I very much hope that EpicGames can solve these problems, or I think they are no too friendly for VR developers.

Finally, hope that everyone likes my game and give me some advice, I need your help, thank you!(This game is entirely developed by myself, using some material. If there are any verbal errors here, please forgive me:))
MomoRun!DEMO DownloadLink:

Forgot to say that I am using Unreal4.14.3

If this is a VR only game, then your best bet to getting it running in VR on build is to check ‘launch in VR’ under Project Settings.

Thank you for your opinion, I hope PC / VR can both run well.