Forced VR (without rift)

So, in Unity3D, it was relatively simple to set up multiple cameras and set render parameters to get a split-screen VR scene up and running. This style or Virtual Reality simulation is designed for mobile devices using the Google Cardboard glasses, or a plastic version, which is usually under $20, which is incredibly cheap compared to Oculus Rift glasses, making it more marketable. However, in Unreal, I can’t seem to find the proper settings. After playing around for a while, I found I could get Render Target 2D textures and apply them to the screen ,but they’re a “ghost” image. Even when I destroy the main camera, it seems to add the camera back, without it existing in the world (fallback feature?).

So to put it bluntly, how do I set up a vertical split screen for a single player given 2 camera locations? Or, is there a way to force-enable Oculus Rift mode without an Oculus Rift, or the software for it? Again, these settings are designed for Mobile development, so not being able to send the feed to the phone is not a problem (VNC options can fix that for debugging).

Created a new player character, and hud to unlink from the defaults, and got a black screen. However, 2 problems arose. First, when i hit play, it created a new character (in addition to the one I had made). Second, as soon as I added the render texture to the hud, it created a new ‘ghost’ scene camera. Read up, and it might have something to do with one of the headers, but at this point I’m just going to continue working on my Unity version.

So far the only way i got this was:

First go to your level blueprint:

This will create the secon player at the distance you want [but so far i forgot to set up him to copy your first camera]

Then you can go to project settings

This will set up the vertical splitscreen. Thats all i know for now.
Sorry not help more than this