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).