Now that 4.12 has been released and updated a couple times, I tried again and was able to find a method of doing this that works.
For future people that might want to do this:
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Set up a VR pawn the way you normally would (I’m using an HTC Vive, so I have motion controllers and a headset with roomscale, so my VR Pawn includes a Steam VR chaperone and a Motion Controller component for each hand with a mesh child under each for visualisation.)
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Create a setup in blueprints to set the transforms of an object to the transform of each motion controller and/or the headset on every tick. Do not attach or otherwise parent the object to the motion controllers/headset or the keyframes will not be recorded. The object taking transforms from the Motion Controllers or Headset can be an actor in the level or a component in the VR pawn itself, which is simpler.
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Open the Sequence Recorder (Window>Sequence Recorder)
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Play the level in VR (The following steps MUST happen while playing in VR, as far as I can tell)
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Shift+F1 to enable mouse control of the editor while playing, navigate back to the Sequence recorder window.
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Click +Add, select the new recording, go down to “Actor to Record” and choose your VR pawn if the object taking transforms is a component in your pawn, or select the actor that is otherwise taking the transforms.
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Hit Record and navigate back to the PIE window, allowing you to take control in VR once again. You should see the onscreen countdown and should be able to record keyframes onto the objects you’ve blueprinted. Once you quit or the time runs out on the recording (I think it’s based on the sequence length in the recording parameters) your animation will compile, and you will be able to open it in sequencer.
You can also copy/paste the keyframes, though the sheer amount of keyframes involved does get heavy for Unreal to manage.