I think it’s beyond blueprint, what you asking for is stereoscopic rendering which can be transported to your eyes by many type of mediums. UE4 got code for stereoscopic rendering but for now it’s exclusively used for OculustRift which regardless of fact it’s VR, practically it’s just another way of delivering stereo display to your eyes (suppricly more appreciated then other methods, look 3D TV fiasco). That code is not exposed to blueprint and even if it was blueprint is to limited to play around with it, so C++ is better place to use it. You would need to define SteoscopicRenderingDevice which use IStereoRendering interface and use particular stereoscopy technology.
There higher level solution, you mentioned splitscreen, you could use it to create side by side steroscopy… prboel is that it’s also better to be done in C++ as there you can manipulate viewports a lot better, without need to call out 2nd player.
On PC stereoscopy can be also supported of GPU driver level, i know NVidia supports it and can use diffrent technologies. Problem is compatibility with it depends on software and how it renders, im not sure how it goes well with UE4
Viewport code is not much binded to blueprint so you can do this trick only on C++. I heared there viewport widget in UMG maybe explore it in this direction
You could also post feature request for more seemless stereoscopy solution in feedback section of forum, it’s better place to post those there
they still don’t provide the commands yet for UE4 when will it be available? the rift isn’t the only device we want to use for VR this should be open for all…