Questions regarding UE4's VR editor interface

I’m not gonna lie, the VR editor doesn’t seem so well thought out to me, of course it could just be ignorance talking. It seems almost impossible to use the blueprint editor in VR, there seems to be no VR equivalent of right clicking to move around your blueprint. Also if your game experiences a non-fatal error, there’s no way to know (I mean obviously you can go out of VR and check the output log, but still.) Also once you hit play, you can’t exit the game without removing your hmd and hitting escape. Oh and one other thing, you can’t watch your blueprints run in game. So am I wrong about all this? Is there more to the VR editor than I know? Or is it actually just this limited? I can’t seem to find any answers in the docs, I’d like to know what y’all think.

They have spoken of creating an VR blueprint where you use cables to ‘connect’ the blurprint parts, in 3D space. They seem to have lost interest though, I’ve seen nothing change or improve since day one of its existence. Such a useful tool. All big companies seem the same, the employees are far from prolifnc, What I consider 30 mins. Of work, can take an ‘employee’ a week. Tge reason is that companies gave the wrong paradigm, if ‘employees’ were ‘partners’, companies (collectives…) would get their best work and a whole Lot more of it!

You can (if yoh havevRift and Core 2.0 with Dashboard) hit your right menu button and it pops up a dummy screen where you can ‘close running VR app’