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

Final word

As we write this, VR is at a crossroads.

In the years immediately following the release of the Oculus Rift and the HTC Vive, there was a flurry of activity and interest around VR, and then as the years wore on, that interest leveled out. Many people brought out their VR headsets for parties or demos and then put them away again—why?

Well, it happened for a few reasons.

The first was a question of technology, and here we need to be honest with ourselves that this is first-generation tech. What's actually going on to make these headsets work is astonishing, but they have limitations. This first generation of the technology was too expensive and too difficult to set up for mainstream consumers. The headsets weren't comfortable to wear for long periods of time, and the limitations of the lenses and the screens combined to break presence by reminding users of the technology they were using. Fields of view were narrow, lenses blurred the image if they were even a little bit misaligned...