Use SteamVR with WMR as the OpenXR runtime

I have a mixed setup that uses the HP Reverb G2 headset, but for the controllers I use the Valve Index Knuckles with base stations, and I use the Space Calibrator plugin in SteamVR to make the controllers work with the headset.

For my unreal engine project (let’s just assume the packaged exe for now for simplicity, and not running within the editor), I would like to be able to use WMR as the active runtime, due to the much better motion reprojection that you get. However, I am currently unable to use both.

If I set SteamVR as the active runtime, my packaged project runs fine within SteamVR, but it uses the SteamVR motion reprojection which doesn’t work very well.

If I set WMR as the active runtime, the game still runs, and uses the better WMR motion reprojection, but as soon as I launch the game, it automatically closes SteamVR, and my index knuckles switch off.

I know it is posssible to have both, I can do this in Skyrim VR. In Skyrim VR, I can have either WMR as the active runtime, or SteamVR, and SteamVR and my knuckles don’t “auto close” when I launch SkyrimVR.

So just wondering how it will be possible with my Unreal Engine game I am working on, to be able to have both WMR as the active runtime, and not have it auto-close SteamVR, so I can also use the index knuckles.

Any help appreciated, thank you!