Virtual desktop and UE VR development

First I want to say that I really love the edit in vr functionality. Great job team Epic!

Background of this topic:
I use Virtual desktop (http://store.steampowered.com/app/382110/) on my workstation for regular desktop tasks.
The problem I have is when I want to use it with UE.

About the issue. After starting the UE editor UE takes over or “allocates” the Vive from virtual desktop from start, even though UE doesn’t actually use any VR functionalities from the beginning.
UE only makes necessary use of the Vive when you press the “edit in vr” button or “play in vr” and when you press esc to exit one of these “VR modes” it doesn’t release the Vive but instead show the last framebuffer in a locked state in VR space. That makes the allocation of the headset after these VR modes unnecessary and not useful.
It’s only when you quit UE that the Virtual Desktop gets back the control over the Vive.

One desired solution would be that the editor ONLY allocates and takes control over the vive when the “edit in vr” or the “play in vr” button is pressed; and as soon as the user goes back from VR mode to regular desktop mode by pressing the esc button UE should release the control over the Vive and let the virtual desktop get back the control of it, so that you can use UE in a regular virtual desktop environment.

The purpose:
I want to be able to replace the need of monitors when developing for VR with UE. And yes, I’m fine with the Vives resolution (VR space with “unlimited” numbers of virtual monitors and resolution does compensate for it). I rather not go back and forward between Vive and monitor when developing for VR.

Come to think of it, it’s like inception where you first begin to dive into VR with virtual desktop and later while in VR dives again but deeper in VR with UEs “edit or play in VR” modes. :slight_smile:

Thanks