How to enable stereoscopic 3d vision for "Couch Knights" project when deployed on iOS device?

I’m playing around with the “Couch Knights” project for UDK4 with Oculus Rift support. By some miracle I was able to do “package > for iOS” and install the resulting IPA using iTunes to an iPod touch 5th generation. The screenshot below shows what I see in game.

Unfortunately the mobile device is not oculus, so the “Oculus Character Actor” blueprint returns false at around function “Is head mounted display enabled”, causing the view to be rendered with a static rotation transform (what you see in the first screenshot).

I attempted to hack around the problem by setting both true/false outputs of this to go to the oculus initialization path, and you can see the results in the second screenshot. I assume the camera is looking at the origin direction. I see the player character jacket “breathing” slightly at the bottom of the screen, telling me that the app is running.

Is there a way for me to modify/hack the “Oculus character actor” blueprint for “Couch Knights” demo to render the scene in stereoscopic vision when packaged for an iOS device distribution? Maybe there’s some option I can set? Ideally I would rig the blueprint to receive the orientation from the mobile device’s internal gyroscope.

Hi, please visit the “iLocalPlayer” UE4 C++ Plugin on UE4 Marketplace: iLocalPlayer4UE4 in Code Plugins - UE Marketplace

Functions of this plugin: 1. Side-by-Side Stereo 3D implementing; 2. Asymmetric projection(or named asymmetric view frustum) implementing.

Hope this helps you.