sure, when I used my IDE to compile the plugin, the only changes that were needed were some header declarations which were fixed just by cleaning the build and re-generating VS files, and then there was one line that didn't compile in OculusXRHMD.cpp. Line: 1870 needs a new FVector2D conversion since Viewport.GetSizeXY() now returns a different type than the expected CachedWindowSize var.
so:
CachedWindowSize = (Window.IsValid()) ? Window->GetSizeInScreen() : Viewport.GetSizeXY();
becomes:
CachedWindowSize = (Window.IsValid()) ? Window->GetSizeInScreen() : FVector2D(Viewport.GetSizeXY());
and everything compiled fine.
that being said, even though things were working ok after that, i did get what i assume to be memory leaks which I haven't addressed, but they were rare enough to keep working. my experience in cpp isn't enough to troubleshoot what's going with those, but i'm wondering if it has to do with the performance gains in 5.2 for VR.