message: check whether to use stereo rendering, even if device seems to exist
diff: @@ -817,11 +817,16 @@ ACesium3DTileset::GetPlayerCameras() const {
  pStereoRendering = GEngine->StereoRenderingDevice;
  }
  + bool useStereoRendering = false;
  + if (pStereoRendering && pStereoRendering->IsStereoEnabled()) {
  + useStereoRendering = true;
  + }
  +
  uint32 stereoLeftSizeX = static_cast<uint32>(size.X);
  uint32 stereoLeftSizeY = static_cast<uint32>(size.Y);
  uint32 stereoRightSizeX = static_cast<uint32>(size.X);
  uint32 stereoRightSizeY = static_cast<uint32>(size.Y);
  - if (pStereoRendering) {
  + if (useStereoRendering) {
  int32 _x;
  int32 _y;
  @@ -869,7 +874,7 @@ ACesium3DTileset::GetPlayerCameras() const {
  FRotator rotation;
  pPlayerController->GetPlayerViewPoint(location, rotation);
  - if (pStereoRendering) {
  + if (useStereoRendering) {
  if (stereoLeftSize.X >= 1.0 && stereoLeftSize.Y >= 1.0) {
  FVector leftEyeLocation = location;
  FRotator leftEyeRotation = rotation;
  