How can I record complete VR gameplay and render it out of sequencer with full graphics settings?

Hello! I am making a VR game, currently in 4.16, though we will probably end up upgrading to at least 4.18 or higher by release. My question regards recording and rendering vr gameplay for trailer purposes. The result I am looking for is what we see in the Robo Recall trailer. 1080p 16:9, Motion blur, DoF, bloom, etc. Everything cranked with full post processes and enemy logic, AI, and events. My thought process to make this work is as follows:

1.) Add my VR character blueprint to the sequencer recorder, and set it to record nearby actors.
2.) Play in editor, press record, play the game.
3.) EITHER change the ini file to stop forcing mobile graphics, OR import my current project to a new project that has full cinematic graphics enabled by default.
4.) Render “impossibly” pretty gameplay. Rejoice.

However, I haven’t really made it that many steps in, and already there are issues. I was able to get sequencer to record my HMD and hand movements, but it didn’t seem to be recording much of my interactions. It was not recording custom events taking place within my sample enemy. (I have a gore effect I can set off with a simple custom event that is activated by pulling the trigger on my motion controller, for testing purposes). This was not recorded in sequencer.) He did ragdoll, but I noticed the ragdoll looked a bit janky, like it was possibly simplified or just poorly recorded. Does anyone know why these problems have occured?

I haven’t made it this far, but we have blueprints spawning enemies and ammunition and such, and I have a sneaking feeling that dynamic things like this won’t be recorded correctly. Also, while the render looked marginally better than what I see through my HMD, there were no post processes like I wanted.

How much of a herculean feat am I looking at to get the result I want? Will each shot require careful planning and babysitting? Should I not expect be able to just simply record gameplay? I am okay with this, I just want to know what I am up against before it becomes a priority task.

Can anyone speak to the feasibility of this, as well? (Paging Colin!) We are a small team of two people. I have extensive experience in the CG industry, and both my dev partner and I have 2+ years experience in Unreal. But we are just two people working remotely, with no support staff. If actually getting the final effect I am looking for is going to be a overly difficult and time consuming process - then perhaps I will downgrade my question and just ask how I could mirror my gameplay at 1080p full screen so I can capture it live?