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Unreal Engine 4 Virtual Reality Projects
Unreal Engine 4 Virtual Reality Projects

Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints

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Unreal Engine 4 Virtual Reality Projects

Setting Up Your Development Environment

The goal of this chapter is to get you set up to develop in Unreal Engine. Even if you've already installed and started working in the engine, you may still find it worthwhile to take a look through this chapter, as there are a few details of the installation process that might be useful to you.

We're also going to take a look at the Epic Games launcher. It's easy to get into the habit of looking at it just as a way of updating the engine and launching projects, but there's a huge collection of useful resources for learning and development there too. It would be a mistake to ignore them.

For those planning to develop for mobile VR on Oculus Go or Samsung Gear, we'll walk you through the process of setting up the Android SDK and setting up a project for deployment to the device, and finally for those interested in...

Prerequisite – VR hardware

If you're planning to develop for desktop VR hardware, such as the Oculus Rift or HTC Vive, we're going to assume here that you've already set up your headset and ensured that it's working. If you haven't, now's a good time. Head on over to https://www.vive.com/eu/setup/ or https://www.oculus.com/setup/, and run through the guided installation and setup operations there.

Remember that your VR headset driver software, Oculus Home or Steam VR, needs to be running when you use the headset.

If you're going to be developing for mobile standalone VR, your setup process will involve a few other steps, which we'll walk you through after we get Unreal Engine installed. We do recommend even for those developing for mobile VR that you have a desktop VR headset available as well. It dramatically speeds up debugging...

Setting up Unreal Engine

If you're going to develop VR applications using Unreal Engine, the first thing you'll need, of course, is the engine. Let's walk through the process of setting it up.

What it costs

A natural question to start with when considering Unreal Engine is what it costs. The news here is good. Unreal Engine is free to download and use, and if you use it commercially, the terms are reasonable.

When you download the engine, you'll be asked to agree to one of two license agreements, depending on what you're going to be using it for. If you're a game developer and you make a game or application using Unreal and sell it, you'll pay a 5% royalty on gross sales over $3,000 per calendar...

Setting up for mobile VR

Mobile VR headsets such as Samsung Gear and Oculus Go are separate devices from your PC, so you can't simply launch into a VR preview the way you can with a desktop headset. Instead, you need to package the project and deploy it to the device so you can run it directly on the headset. You'll have to set up a few things to make this possible.

Creating or joining an Oculus developer organization

First, if you're going to develop for Oculus-based mobile VR platforms, you need to register with Oculus as a developer. We're assuming here that you've already created an account with Oculus since you would have needed to do this to use the headset at all. If you haven't yet done so, do...

Using the Epic Games launcher

Before we go too much further, let's take a look at the Epic Games launcher—there's a ton of useful material here, and this should be a starting place for much of your learning. It's worth it to take some time to look around and see what resources are available to you. It's easy to overlook these resources, but if you get used to understanding where you can learn and find information when you need it, you'll get much further, much faster.

The launcher's Unreal Engine tab is broken into four major sections:

  • Unreal Engine
  • Learn
  • Marketplace
  • Library

Let's take a look at each of them.

The Unreal Engine Tab

The Unreal Engine tab displays featured content and projects...

Setting up for C++ development

This section is entirely optional. None of the projects in this book will require you to develop in C++, but we will occasionally highlight items in native code for those interested in going deeper. If you don't anticipate working in code, or if pages of code give you the screaming heebie-jeebies, it's completely fine to jump over this section and the one that follows it.

It's absolutely not required to use C++ when developing in Unreal. The Blueprint visual scripting language is incredibly expressive, and there isn't much that it can't do. Most applications, including pretty advanced projects, can be built entirely in Blueprint. Many new Unreal users see the C++ support and worry that they'll have to learn the language to use the engine. You don't. (If you are interested in learning C++ though, this can be a great...

Building Unreal from source code

You absolutely do not need to download source code and build the engine from scratch for almost anything you'll realistically be doing with it. This section is included here so that you have the freedom to make engine changes if you ever need to, but you can safely skip this. It's rare even for professional developers to work from the bleeding edge source.

This next section is even more optional than the previous. You'll only ever need to do this if you intend to modify the behavior of the engine itself, or if you want to work with a feature that's so new that it hasn't yet been bundled into one of the releases. That's another part of the beauty of this engine though—if you really need it to do something it doesn't already do, you can make the changes yourself. Also, if you make changes that improve the...

Additional useful tools

Before we move on from this chapter, let's take a quick moment to talk about other tools you may want to set up to work with Unreal. None of these will be required by the projects in this book, but they're worth knowing about, so you need to know where to look when you need them.

A good robust text editor

Notepad just isn't going to cut it when you need to edit large text files or replace a lot of text in a file. We recommend that you set up a dedicated text editor for this purpose. Here are a few options:

  • Visual Studio Code (https://code.visualstudio.com/) is a powerful, lightweight text editor that supports lots of languages and contains a number of useful text-editing tools. It's free...

Summary

In this chapter, we installed the Unreal Engine and learned about the various options we have available to us when setting it up. We created and launched a simple test project to verify that everything was working. Additionally, for those developing for mobile VR, we learned how to set up the required drivers and software development kits, and set up a mobile test project that we deployed to our device.

Along the way, we learned how to use the Epic Games launcher—not just as a way of keeping engine versions up to date and launching projects, but also as a vital learning and support resource. Through our exploration of the launcher, we learned how to get answers to questions from the Community tab and where to find documentation and video tutorials from the Learn tab. We explored the incredibly useful Content Examples project and looked at other projects we can use...

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Key benefits

  • Learn about effective VR design and develop virtual reality games and applications for every VR platform
  • Build essential features for VR such as player locomotion and interaction, 3D user interfaces, and 360 media players
  • Learn about multiplayer networking and how to extend the engine using plugins and asset packs

Description

Unreal Engine 4 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.

Who is this book for?

This book is for anyone interested in learning to develop Virtual Reality games and applications using UE4. Developers new to UE4 will benefit from hands-on projects that guide readers through clearly-explained steps, while both new and experienced developers will learn crucial principles and techniques for VR development in UE4.

What you will learn

  • Understand design principles and concepts for building VR applications
  • Set up your development environment with Unreal Blueprints and C++
  • Create a player character with several locomotion schemes
  • Evaluate and solve performance problems in VR to maintain high frame rates
  • Display mono and stereo videos in VR
  • Extend Unreal Engine s capabilities using various plugins

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Length: 632 pages
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Table of Contents

12 Chapters
Thinking in VR Chevron down icon Chevron up icon
Setting Up Your Development Environment Chevron down icon Chevron up icon
Hello World - Your First VR Project Chevron down icon Chevron up icon
Getting Around the Virtual World Chevron down icon Chevron up icon
Interacting with the Virtual World - Part I Chevron down icon Chevron up icon
Interacting with the Virtual World - Part II Chevron down icon Chevron up icon
Creating User Interfaces in VR Chevron down icon Chevron up icon
Building the World and Optimizing for VR Chevron down icon Chevron up icon
Displaying Media in VR Chevron down icon Chevron up icon
Creating a Multiplayer Experience in VR Chevron down icon Chevron up icon
Taking VR Further - Extending Unreal Engine Chevron down icon Chevron up icon
Where to Go from Here Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.6
(18 Ratings)
5 star 83.3%
4 star 0%
3 star 11.1%
2 star 0%
1 star 5.6%
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Amazon Customer Jul 09, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is perfect for anyone who wants so strengthen their skills in the VR/AR space. I have to work with Unreal devs all the time. This book has helped me broaden my understandings of the in's and out's of Unreal, and how it applies to the big picture. I plan to keep it on my shelf in my office so that I can reference it whenever I need it!
Amazon Verified review Amazon
Ahmed de Rossi Jun 14, 2021
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Tengo poco conocimiento de VR dev pero algo se, y tambien algo de programación, en fin no estoy en blanco pero si necesitaba un buen tutorial o curso de 0 a 100 sobre VR inside UE4 y este libro hasta ahora ha funcionado, realmente explica todo a detalle lo cual es bueno para un principiante total...pero si tienes conocimiento tal vez te resulte redundante o innecesarias algunas cosas, aun asi seguramente encontraras buena información, reitero...todo esta explicado a detalle which is g8
Amazon Verified review Amazon
Amazon Customer Jun 27, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is written for anyone getting into VR development, whether they've been at it for years or are relatively new to it. I'm relatively new to VR development, but have been doing non-VR game development for years. The walkthrough to get me set up for VR development covered everything I was missing from doing normal games. The author touches on UE4 setup, networking, code support, room space, and even gets into some of the more abstract, user experience concepts that would probably take some unfortunate trial and error to learn otherwise. I highly recommend this book for people getting into VR dev.
Amazon Verified review Amazon
Paul Nov 22, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is by far the best game engine development book I've read so far (not just Unreal). The focus of this book isn't about just following through step-by-step buttons clicks required to achieve something, but about how to think like a developer - Understand ways of working, debugging, using various tools for various things and great best practises. There are many examples, lots of hands-on as well as a nice amount of theory, and something that was great was the fact that they purposely encourage iterative development; something you do won't be perfect and things will need to be fixed/changed to make it right, which is such a valuable experience to develop the right knowledge and mindset. Can't recommend this book enough!
Amazon Verified review Amazon
Isaac Jun 14, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is a great, practical guide with thought for actual impact.
Amazon Verified review Amazon
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