How do determine if game's been run from VR preview or not?

Curious if there’s a way to do this in blueprints or code (preferrably blueprints). Checking if HMD is enabled isn’t sufficient - if I have it plugged in it always returns true.

You want to check bUseVRPreviewForPlayWorld, from EditorEngine.

Something like this C++ snippet:

UEditorEngine*	EditorEngine = Cast<UEditorEngine>(GEngine);
if(EditorEngine)
{
	return	EditorEngine->bUseVRPreviewForPlayWorld;
}
return false;

It isn’t exposed to Blueprint.