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

Going further

There are a few ways we could improve the work we've done here, but implementing them fully would fall outside the scope of this chapter. Let's take a brief moment to talk about ways you could improve on this class as you take things further.

Snap turn using analog input

Our current snap turn implementation works reasonably well on Vive wands, but doesn't feel great on Oculus Touch controls. It might feel better for our players to listen to the analog input from one of the thumbsticks and trigger a snap turn if it exceeds a certain threshold. This way, players could flip the thumbstick to the side to execute the snap, or just touch the edge of a Vive trackpad without having to press it.

You could execute this by setting up an input axis binding on a motion controller thumbstick, and testing to see whether the input is greater than a threshold amount (for this test, we used 0.8) for a right turn or less than the negative threshold for a left turn.

You'll need to remember to put...