Book Image

Unreal Engine 4 Virtual Reality Projects

By : Kevin Mack, Robert Ruud
Book Image

Unreal Engine 4 Virtual Reality Projects

By: Kevin Mack, Robert Ruud

Overview of this book

Unreal Engine 4 (UE4) is a powerful tool for developing VR games and applications. With its visual scripting language, Blueprint, and built-in support for all major VR headsets, it's a perfect tool for designers, artists, and engineers to realize their visions in VR. This book will guide you step-by-step through a series of projects that teach essential concepts and techniques for VR development in UE4. You will begin by learning how to think about (and design for) VR and then proceed to set up a development environment. A series of practical projects follows, taking you through essential VR concepts. Through these exercises, you'll learn how to set up UE4 projects that run effectively in VR, how to build player locomotion schemes, and how to use hand controllers to interact with the world. You'll then move on to create user interfaces in 3D space, use the editor's VR mode to build environments directly in VR, and profile/optimize worlds you've built. Finally, you'll explore more advanced topics, such as displaying stereo media in VR, networking in Unreal, and using plugins to extend the engine. Throughout, this book focuses on creating a deeper understanding of why the relevant tools and techniques work as they do, so you can use the techniques and concepts learned here as a springboard for further learning and exploration in VR.
Table of Contents (20 chapters)
Title Page
About Packt
Where to Go from Here

Chapter 12. Where to Go from Here

Seriouscongratulationsare in order.

By reaching this point, you've done more than many aspiring developers ever will, and that's no small achievement. The most valuable asset you can cultivate in your journey as a VR creator is your persistence and your willingness to do the work. By finishing this book, you've already shown dedication and a desire to see things through that will set you apart from the rest. Take a moment to recognize this quality in yourself.

You've probably spotted by now that our focus in writing this book differed from that of a lot of other tutorials. There's no shortage of material out there that will tell you what buttons to push, but here's the thing—knowing those things isn't how you become a good developer. You get good at this by learning how to think about the challenges you're trying to solve and how you can use the tools you have to solve them. To this end, we digressed multiple times into discussions of why something works the...