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

Starting a new project from existing work

Let's begin by creating a new project. We'll migrate the Pawn and game mode we made in the previous chapter into this one, and we'll add some scenery from the Marketplace. As you start to develop a library of elements you've developed yourself, or acquired through the Marketplace, this will become a common way of getting a new project going.

Migrating Blueprints to a new project

Launch your current engine version, and in your Unreal Project Browser, create a new project with the following parameters:

  • Blank Blueprint template
  • Hardware target set to Mobile / Tablet
  • Graphics target set to Scalable 3D or 2D
  • No starter content

Put it wherever you'd like.

Now, let's take the pawn we created in the previous project and add it to this one. To do this, we're going to have to jump back to our previous project to grab the assets we want to migrate:

  1. Select File | Open Project and browse to your previous project's .uproject file. Open it up. Your current project will...