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 7. Creating User Interfaces in VR

In the previous chapter, we learned how to create virtual hands driven by the motion controllers. This enabled our users not only to look around the world and move through it, but also to begin to interact with it. In this chapter, we're going to take this further, and learn how to create user interfaces (UIs) that communicate information and accept input. 


You should seriously consider whether your application really requires a graphical UI. Just because most applications need a GUI doesn't necessarily mean that's the case for all of them. Artificial-seeming UI elements can break immersion. When building UI elements, try to figure out how to fit them meaningfully into the world so that they look as though they belong there. Don't fall too much in love with buttons either. They're commonly used in 2D UI designs because they work well with a mouse, but VR hand controllers offer a much, much wider range of potential actions. Think beyond the button...