uhh I just wanna make sure you posted to the right game xD
I don't think I enabled VR mode for this one tho
Oh, I sure did... Not sure any intentional VR-mode would do anything for me as I DO NOT own any "proper" VR (none of the big name goggles) - only a "Google Cardboard" clone which is just a glorified box with some lenses that you can put an Android phone in.
Anyway, the thing is Unreal has a fairly obscure built-in option that doesn't need any involvement from the game dev to work: if you start ANY Unreal-based game with the command line option "-emulatestereo" it will render the game in side-by-side-stereo, as in render two separate, different, true 3D images next to each other on the same screen.
All I have to do then is use a free 3rd party tool like Trinus to capture and stream the PC's screen to its companion app on my phone, chuck the phone into the Google Cardboard clone strapped to my face and voila, proper 3D VR. Since the app reads the phone's gyro and sends it back converted into mouse movements, the game actually reacts to head movements too on its own, without "proper" VR controls. Clunky? Oh hell yeah, but a tiny fraction of the cost of any "proper" VR gear...