You can just disable the module, you need to disable the engines steamVR module as well for it to not ship the binaries though. As for the nodes, unlinking them for the oculus build should be enough, though generally you would likely want to keep a seperate blueprint for the oculus and non oculus versions.
There really shouldn’t be much that you would be using the openVR specific module for though, generally controller properties and rendering overlays are the main use of it, shouldn’t be too hard to seperate that out for the seperate builds.
Also there is no such thing as OpenVR based on oculus…OpenVR can work with oculus, but oculus doesn’t let you even have the binaries in your package when uploading to their store to ensure that it is on its native platform.