I have had more people test this and for Oculus/Vive testers everything worked very smoothly. What i noticed is that “NoHMDMode” somehow never worked for me. Not sure if it is ever triggered at all. I tried to bypass this by connecting the W,A,S,D controls by also connecting the “NoHMDMode” branch “false” node - then i somehow can control the pawn with keyboard for a few seconds, but shortly after the motion controller hands appear and controls are blocked again. Maybe I am doing something wrong. Not really important anyways as a VR game without HMD makes limited sense (Well i have one single “3D without HMD” user), but i always liked to use the keyboard controls for debugging and testing.
On a side-note: Would Side-By-Side stereo mode be possible? I have a user with an autostereoscopic screen (“Glasses free 3D”). I can start side-by-side mode using command line switch “game.exe -emulatestereo” - but i can’t control the eye seperation with this and the default settings are not so great.
I found a post about it, but it is in C++, not blueprint.