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
Contributors
Preface
12
Where to Go from Here
Index

Chapter 8. Building the World and Optimizing for VR

Through the course of our work so far in this book, we've been focused for the most part on the player avatar. This makes sense—virtual reality dramatically changes the way the player engages with the world. We needed to learn new ways of enabling the player to get around, new ways of using their hands to interact with the world, and new ways of constructing user interfaces.

This is no small achievement, so congratulations for getting this far!

Now, we're going to shift our focus a bit and begin to look at the environment around us. Up to this point, we've been using existing environments, but now it's time to begin to build our own. As we do this, we are going to learn that environments in VR present challenges that we're going to need to address. Lighting, object scale, and sightlines all come into play to a greater degree than they do on the flat screen, and performance is a major consideration.

In this chapter, we're going to learn how...