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I still wouldn't recommend it. Due to time constraints and other issues deemed more important we considered it acceptable to just disable Steam VR Home and called it a day. I know most other teams won't have this luxury though.
So at this point I only vaguely remeber the exact process I did. But it involved commenting out the Initialization function for FOnlineSubsystemSteam::Init()* and calling it elsewhere that would be executed later. Perhaps GameMode BeginPlay()?
This is a hacky solution and most likely will lead to other bugs unfortunately.
*I don't remember the exact function init. This one looks about right but it may be another function.
Steeve, have you found any solutions?
No I haven't got time to look into this, and probably won't (I'm a one man team). Plus SteamVR Home is open to everyone now :o\
And it seems Epic didn't even open a bug about it :o(
Launch Options
To configure an app with VR support, start by defining a VR Launch Option. From your app landing page, click Edit Steamworks Settings, then find the Installation tab and click on General. There are three options:
Launch Steam VR App: Use this for VR apps that use SteamVR
There is still one case in which the game fails initializing Steamworks API. It is when SteamVR is not running and you run the *.exe directly from Windows Explorer.