Index
A
- access specifiers / A quick word about access specifiers
- accommodation / Manage eyestrain
- action mappings
- handlers, adding / Adding handlers for new action mappings
- actors
- picking up / Picking up an actor
- releasing / Releasing an actor
- UI widget, adding / Adding a UI widget to an actor
- merging / Merging actors
- spawning, on server / Spawning an actor on the server only
- replicating, to client / Replicating the actor to the client
- Adobe Audition / Audio-editing software
- Adobe Photoshop
- reference / Image-editing software
- agile methods / Tackle things in the right order
- AI character
- adding / We’re not alone – adding an AI character
- AI controller
- examining / Examining the AI controller
- AI state
- adding, to companion pawn / Adding a new AI state to the companion pawn
- implementing / Implementing a simple AI state
- AI states
- indicating, with UI indicator / Indicating AI states using the UI indicator
- Align UI function
- implementing / Implementing the Align UI function
- calling, from Tick event / Calling Align UI from the Tick event
- analog input
- used, for snap turn / Snap turn using analog input
- Android Debug Bridge (ADB)
- about / Installing Android Debug Bridge (ADB)
- reference / Installing Android Debug Bridge (ADB)
- Animation Blueprint
- creating, for hand / Creating an Animation Blueprint for the hand
- blend space, wiring / Wiring the blend space into the animation blueprint
- connecting, to hand blueprint / Connecting the animation blueprint to our hand blueprint
- examining / Examining the animation blueprint
- animations
- migrating, from VR Template project / Migrating hand meshes and animations from the VR Template project
- anti-aliasing method
- selecting / Choosing your anti-aliasing method
- MSAA settings, modifying / Modifying MSAA settings
- Architecture, Engineering, and Construction (AEC) / Architecture, Engineering, and Construction (AEC) and real estate
- array / Drawing the curved path
- assets
- collecting / Setting up the project and collecting assets
- Asynchronous Reprojection / Standalone Headsets
- Asynchronous Time Warp (ATW) / Standalone Headsets
- Async task / Assigning events to a media player
- Atlassian's SourceTree
- reference / Installing a Git GUI
- Atom
- reference / A good robust text editor
- Audacity / Audio-editing software
- audio-editing software / Audio-editing software
- Autodesk 3ds Max
- reference / 3D modeling software
- Autodesk Maya
- reference / 3D modeling software
- AVC Free
- reference / Understanding containers and codecs
- Avid Pro Tools / Audio-editing software
B
- base pass / Forward and deferred shading
- blender
- reference / 3D modeling software
- blend space
- creating, for hand animations / Creating a blend space for our hand animations
- wiring, into animation blueprint / Wiring the blend space into the animation blueprint
- Blueprint Actor class
- creating / Creating a new Blueprint Actor class
- Blueprint Interface
- creating, for pickup objects / Creating a Blueprint Interface for pickup objects
- Blueprints
- migrating, to project / Migrating Blueprints to a new project, Migrating blueprints into the new project
- old motion controller components, references replacing / Replacing references to our old motion controller components in blueprints
- nativizing / Nativizing Blueprints
- Blueprint Tick events
- cleaning up / Cleaning up Blueprint Tick events
- BP_VRHand child actor components
- adding, to VR pawn / Adding BP_VRHand child actor components to your pawn
- breakdown / Break it down
- button colors
- adjusting / Adjusting the button colors
- buttons
- event handlers, adding to / Adding event handlers to our buttons
C
- C++ development
- setting up for / Setting up for C++ development
- Microsoft Visual Studio Community, installing / Installing Microsoft Visual Studio Community
- recommended settings / Recommended settings
- UnrealVS plugin / The UnrealVS plugin
- UnrealVS plugin, installing / Installing the UnrealVS plugin
- UnrealVS toolbar, turning / Turning on the UnrealVS toolbar
- unreal debugging support / Unreal debugging support
- testing / Test everything out
- Cinematic VR / VR cinema – movies, documentary, and journalism
- circular references / Being careful of circular references
- client-server model
- about / Understanding the client-server model
- servers / The server
- clients / Clients
- client RPCs / Client RPCs
- clients
- about / Clients
- value change with RepNotify, notifying / Notifying clients that a value has changed using RepNotify
- codec
- about / Understanding containers and codecs
- reference / Understanding containers and codecs
- companion's follow behavior
- improving / Improving the companion's follow behavior
- companion character
- follow behavior, adding / Adding a follow behavior to our companion character
- companion character subclass
- creating / Creating a companion character subclass
- companion pawn
- UI, adding / Adding a UI indicator to the companion pawn
- AI state, adding / Adding a new AI state to the companion pawn
- compiled / Creating a game mode
- complicated blueprints
- about / Making sense of complicated blueprints
- parent class, checking / Begin by checking the parent class
- components, viewing / Looking at the components to see what they're made of
- events / Look for known events and see what happens when they run
- inputs, using / Using inputs as a way to find a starting point in your blueprint
- breakpoints, setting / Setting breakpoints and tracing execution
- execution, tracing / Setting breakpoints and tracing execution
- execution trace, viewing / Viewing the execution trace
- breakpoints, managing with Debug window / Managing breakpoints with the Debug window
- call stack, using / Using the call stack
- variable references, finding / Finding variable references
- compressor / Understanding containers and codecs
- Computer-Aided Design (CAD) / Architecture, Engineering, and Construction (AEC) and real estate
- Construction Script
- using, to handle updates to the Hand variable / Using a Construction Script to handle updates to the Hand variable
- container / Understanding containers and codecs
- controls
- adding, to video appearance / Adding additional controls to our video appearance
- cube collision
- fixing / Fixing cube collision
- culling plane / Monoscopic Far Field Rendering (Oculus Go / Samsung Gear)
D
- 3D modeling software / 3D modeling software
- 360 degree spherical media
- displaying, in VR / Displaying 360 degree spherical media in VR
- 360 degree video
- finding / Finding 360 degree video
- Datasmith / Architecture, Engineering, and Construction (AEC) and real estate
- decompressor / Understanding containers and codecs
- dedicated servers / Dedicated servers
- deferred renderer / Forward and deferred shading
- deferred shading / Forward and deferred shading
- degrees of freedom (DoF)
- about / VR hardware
- 3DOF / VR hardware
- 6DoF / VR hardware
- Derived Data Cache (DDC) / Setting up a Derived Data Cache (DDC)
- Digital Content Creation (DCC) / Architecture, Engineering, and Construction (AEC) and real estate, 3D modeling software
- draw primitive call (DPC) / Draw calls
- Drop functions
- implementing / Implementing the Pickup and Drop functions
E
- End User License Agreement (EULA) / What it costs
- engine content
- re-synchronizing / Re-synchronizing your engine content and regenerating project files
- engine version / Creating a new project
- enumerator
- creating, for grip / Creating a new enumerator for our grip
- Epic Games account
- GitHub account, connecting to / Connecting your GitHub account to your Epic Games account
- Epic Games Launcher
- using / Using the Epic Games launcher
- community / The Unreal Engine Tab
- learn / Learn
- Marketplace / Marketplace
- Library / Library
- about / Creating a new project
- event handlers
- adding, to buttons / Adding event handlers to our buttons
- events
- using, for update / Using events to update, rather than polling
- assigning, to media player / Assigning events to a media player
- eyestrain / Manage eyestrain
F
- Fast Approximate Anti-Aliasing / Choosing your anti-aliasing method
- File Media Source asset
- creating / Creating a File Media Source asset
- options / Creating a File Media Source asset
- FindNearestPickupObject function
- creating / Creating a function to find the nearest pickup object
- calling, on Tick event / Calling Find Nearest Pickup Object on the Tick event
- first-person pawn
- adding / Adding a first-person pawn
- collision response presets, setting / Setting collision response presets
- follow behavior
- adding, to companion character / Adding a follow behavior to our companion character
- fork, updating with changes from Epic
- about / Updating your fork with new changes from Epic
- command line, using to sync changes / Option – Using the command line to sync changes
- upstream repository, setting / Setting the upstream repository
- fork, syncing / Syncing the fork
- Git commands, reviewing / Reviewing the Git commands we just used
- web GUI, using to sync changes / Option – Using the web GUI to sync changes
- pull request, creating / Creating a pull request
- pull request, merging / Merging the pull request
- origin, pulling to local machine / Pulling the origin to your local machine
- forward renderer / Forward and deferred shading
- forward shading / Forward and deferred shading
- frame rate problems
- addressing / Addressing frame rate problems
- function
- creating, to get hand mesh / Creating a function to get our hand mesh
G
- G-buffer / Forward and deferred shading
- game mode
- creating / Creating a game mode
- assigning / Assigning the game mode
- overriding, for map / Overriding a GameMode for a specific map
- games
- in VR / Games in VR
- geometric buffer / Forward and deferred shading
- GIMP
- reference / Image-editing software
- Git
- installing / Setting up a GitHub account and installing Git
- installing, for windows / Installing Git for Windows
- Git GUI
- installing / Installing a Git GUI
- GitHub
- source code on / Going further with source code on GitHub
- GitHub account
- setting up / Setting up a GitHub account and installing Git, Setting up or logging into your GitHub account
- logging into / Setting up or logging into your GitHub account
- connecting, to Epic Games account / Connecting your GitHub account to your Epic Games account
- Git Large File Storage (Git-LFS)
- installing / Installing Git Large File Storage
- GNU General Public License (GPL) / About licenses
- grab animations
- implementing, in Hand blueprints / Implementing grab animations in the Hand blueprints
- grab functions
- calling, from VR pawn / Calling our grab functions from the pawn
- Graphics Target / Setting your graphics target
- gray box environment / Clarify what you're trying to do
- grip animation
- smoothing / Smoothing out our grip animation
H
- H.264 codec / Understanding containers and codecs
- hand animations
- blend space, creating for / Creating a blend space for our hand animations
- hand blueprint
- animation blueprint, connecting to / Connecting the animation blueprint to our hand blueprint
- Hand blueprints
- grab animations, implementing / Implementing grab animations in the Hand blueprints
- handlers
- adding, for action mappings / Adding handlers for new action mappings
- Hand meshes
- used, for fixing issues / Fixing issues with Hand meshes
- hand meshes
- migrating, from VR Template project / Migrating hand meshes and animations from the VR Template project
- adding, to motion controllers / Adding hand meshes to our motion controllers
- hands
- creating / Creating hands
- animating / Animating our hands
- Animation Blueprint, creating / Creating an Animation Blueprint for the hand
- Hand variable
- adding / Adding a Hand variable
- haptic effect
- playing, on command / Playing the haptic effect on command
- haptic feedback
- adding / Adding haptic feedback
- Haptic Feedback Effect Curve
- creating / Creating a Haptic Feedback Effect Curve
- haptics / Using all the senses
- Head-Mounted Display (HMD) / VR hardware
- Heads-Up Display (HUD) / Games in VR
- headset
- about / VR hardware
- testing / Testing in the headset.
- Houdini
- reference / 3D modeling software
I
- image-editing software / Image-editing software
- Img Media Sources
- reference / Creating a File Media Source asset
- immersion / What is virtual reality?, Immersion
- indicator widget
- orienting, to face the player / Orienting the indicator widget to face the player
- Inertial Measurement Units (IMUs) / VR hardware
- input action mappings
- creating / Creating new input action mappings
- input bindings
- copying / Copying input bindings
- inside-out tracking / VR hardware
- interactive UI
- adding / Adding an interactive UI
- interactive VR / Interactive VR
- Interpreted / Creating a game mode
- Interpupillary Distance (IPD) / Keep the scale of the world accurate
- iterator / Drawing the curved path
L
- latency / Keep latency as low as possible
- learn
- content examples project / The content examples project
- gameplay concepts / Gameplay concepts and example games
- example games / Gameplay concepts and example games
- Level of Detail (LOD) / Managing skeletal animations
- licensing for plugins, Marketplace
- reference / About licenses
- Light Detection And Ranging (LIDAR) / VR cinema – movies, documentary, and journalism
- line trace, modifying to parabolic trace
- curved path, drawing / Drawing the curved path
- endpoint, drawing / Drawing the endpoint after all the line segments have been drawn
- listen servers / Listen servers
- lookUnreal project structure / A summary of an Unreal project structure
M
- map
- testing / Testing the map
- Marketplace
- plugins, installing from / Installing plugins from the Marketplace
- media
- playing / Playing media
- Media Manager
- creating / Creating a Media Manager
- Pause and Resume function, adding / Adding a Pause and Resume function
- media playback
- sound, adding to / Adding sound to our media playback
- media playback material
- using / Using a media playback material
- Media Player
- creating / Creating a Media Player
- testing / Testing your Media Player
- controlling / Controlling your Media Player
- events, assigning to / Assigning events to a media player
- Media Textures
- using / Using Media Textures
- mesh components
- adding / Adding motion controller and mesh components
- mesh LODs
- using / Using mesh LODs
- migrated blueprints content
- verifying / Verifying the migrated content
- migrated content
- assets safely, deleting / Deleting assets safely
- assets, moving / Moving assets and fixing up redirectors
- redirectors, fixing up / Moving assets and fixing up redirectors
- migrated game mode
- using, by setting project / Setting up new project to use the migrated game mode
- testing / Testing our migrated game mode and pawn
- Minimum Viable Product (MVP) / What's important – what has to exist in this project for it to work? (MVP)
- Mobile Multi-View / Mobile Multi-View (Oculus Go/Samsung Gear)
- mobile VR headsets
- setting up for / Setting up for mobile VR
- Oculus developer organization, creating / Creating or joining an Oculus developer organization
- Oculus developer organization, joining / Creating or joining an Oculus developer organization
- setting, to developer mode in Oculus Go / Setting your VR headset to developer mode in Oculus Go
- Android Debug Bridge (ADB), installing / Installing Android Debug Bridge (ADB)
- NVIDIA CodeWorks, setting up for Android / Setting up NVIDIA CodeWorks for Android
- HMD, communication with PC verifying / Verifying that the HMD can communicate with your PC
- signature file, generating for Samsung Gear / Generating a signature file for Samsung Gear
- test project, deploying to device / Deploying a test project to the device
- Modo
- reference / 3D modeling software
- motion-to-photon time / Keep latency as low as possible
- motion controller
- adding / Adding motion controller and mesh components
- movement input
- speed, fixing / Fixing movement speed
- MotionController_L component, using / Letting the player look around without constantly steering
- snap-turning, implementing / Implementing snap-turning
- movies
- playing, in Unreal Engine / Playing movies in Unreal Engine
- Mudbox
- reference / 3D modeling software
- multicast event / Using multicast RPCs to communicate to clients
- multicast RPCs
- used, to communicate to clients / Using multicast RPCs to communicate to clients
- multiplayer sessions
- testing / Testing multiplayer sessions
- testing, from editor / Testing multiplayer from the editor
- multiplayer VR
- testing / Testing multiplayer VR
- Multisampling Anti-Aliasing (MAA) / Choosing your anti-aliasing method
N
- navigation mesh
- creating / Creating a navigation mesh
- Navmesh Bounds volume, moving / Moving and scaling the Navmesh Bounds volume
- Navmesh Bounds volume, scaling / Moving and scaling the Navmesh Bounds volume
- collision problems, fixing / Fixing collision problems
- areas, excluding from / Excluding areas from the navmesh
- properties, modifying / Modifying your navmesh properties
- NavMesh
- adding / Adding a NavMesh
- navmesh / Creating a navigation mesh
- network-aware pawns
- creating, for multiplayer / Creating network-aware pawns for multiplayer
- network client HUD
- creating / Creating a network client HUD
- widget, creating for / Creating a widget for our HUD
- widget, adding / Adding a widget to our HUD
- network Game Mode
- creating / Creating a network Game Mode
- objects on the network / Objects on the network
- server-only objects / Server-only objects
- server objects / Server and client objects
- client objects / Server and client objects
- server / Server and owning client objects
- client objects, owning / Server and owning client objects, Owning client only objects
- network game mode
- creating / Creating our network game mode
- network replication / Network replication
- Notepad++
- reference / A good robust text editor
O
- object-oriented / Creating a VR pawn
- objects
- about / Creating a VR pawn
- creating / Creating an object we can pick up
- Oculus developer organization
- reference / Creating or joining an Oculus developer organization
- Oculus Signature File (osig) / Generating a signature file for Samsung Gear
- optic flow / Minimize vection
P
- pawn's parent class
- collision component, fixing / Fixing the collision component
- pawn Blueprint
- setting up / Setting up the pawn Blueprint
- iterative development / Iterative development, Make it work, Make it right, Make it fast, Do things in order
- line trace, setting up from right motion controller / Setting up a line trace from the right motion controller
- Trace Hit Result, improving / Improving our Trace Hit Result
- line trace, modifying to parabolic trace / Changing from line trace to parabolic trace
- player, teleporting / Teleporting the player
- player, landing orientation selection / Allowing the player to choose their landing orientation
- peer-to-peer model / Understanding the client-server model
- Pickup functions
- implementing / Implementing the Pickup and Drop functions
- pickup objects
- Blueprint Interface, creating for / Creating a Blueprint Interface for pickup objects
- picture elements / Choosing your anti-aliasing method
- pitch / VR hardware
- pixels / Choosing your anti-aliasing method
- Platform Media Sources
- reference / Creating a File Media Source asset
- Play-in-Editor (PIE) / Setting breakpoints and tracing execution
- playback material / Going deeper with the playback material
- player, landing orientation selection
- axis inputs, mapping / Mapping axis inputs
- Tick event, cleaning up / Cleaning up our Tick event
- thumbstick input, using to orient the player / Using thumbstick input to orient the player
- teleport destination indicator, creating / Creating a teleport destination indicator
- material, creating / Giving it a material
- teleport indicator, adding to pawn / Adding the teleport indicator to the pawn
- player, teleporting
- Engine Input Mappings, creating / Creating Input Mappings
- teleport destination, caching / Caching our teleport destination
- teleport, executing / Executing the teleport
- player actions
- replicating / Replicating player actions
- remote procedure calls, using to talk to server / Using remote procedure calls to talk to the server
- multicast RPCs, used to communicate with clients / Using multicast RPCs to communicate to clients
- client RPCs / Client RPCs
- reliable RPCs / Reliable RPCs
- Player Start location
- adjusting, to map / Adjusting our Player Start location to the map.
- plugin directory / Inside a plugin directory
- plugins
- verifying, in project / Verifying the plugins in your project
- about / Understanding plugins
- reference / Understanding plugins
- download location / Where plugins live
- currently-installed engine plugins, viewing / Where plugins live
- installing, from Marketplace / Installing plugins from the Marketplace
- in Unreal Engine / What's inside a plugin?
- licenses / About licenses
- precompiled binaries
- used, for installing VRExpansion plugin / Installing using precompiled binaries
- presence / VR isn't just about hardware though, Presence is tough to achieve, Presence
- project
- starting / Starting a new project from existing work
- Blueprints, migrating to / Migrating Blueprints to a new project
- setting, for using migrated game mode / Setting up new project to use the migrated game mode
- creating / Creating a new Unreal project from an existing project
- setting up / Setting up the project and collecting assets
- creating, for plugin / Creating a project to house our plugin
- project files
- regenerating / Re-synchronizing your engine content and regenerating project files
- project settings
- for VR / Additional project settings for VR
- properties / Creating a VR pawn
- proprioception / Be careful of contradicting the user's body awareness, Simulator sickness
R
- radial menu, VR Mode
- Gizmo menu / Gizmo
- Snapping menu / Snapping
- Windows submenu / Windows
- Edit menu / Edit
- Tools menu / Tools
- Modes panel / Modes
- System menu / Actions and System
- Actions menu / Actions and System
- rasterization / Choosing the right rendering method for your project
- reliable RPCs / Reliable RPCs
- remote procedure calls (RPC)
- about / Clients, Using remote procedure calls to talk to the server
- used, to talk with server / Using remote procedure calls to talk to the server
- rendering hardware interface (RHI) / Stat RHI
- rendering method
- selecting, for VR project / Choosing the right rendering method for your project
- replicated actor
- creating / Creating a replicated actor
- replication / Understanding the client-server model
- Reroute Node / Caching our teleport destination
- robust text editor / A good robust text editor
- roll / VR hardware
- Round Robin Occlusions / Round Robin Occlusions
S
- scene, VR Mode
- changes, making / Making changes to our scene
- scenery
- adding / Adding scenery
- scenes optimization, VR Mode
- performance, testing / Testing your current performance
- stat FPS command / Stat FPS
- performance profiling, warnings / Warnings about performance profiling
- stat unit command / Stat unit
- GPU, profiling / Profiling the GPU
- scenerendering / Stat scenerendering
- draw calls / Draw calls
- stat rhi / Stat RHI
- stat memory / Stat memory
- view modes, optimizing / Optimization view modes
- CPU profiling / CPU profiling
- features, turning on / Turning things on and off
- features, turning off / Turning things on and off
- screen door effect / Presence is tough to achieve
- Scrum / Tackle things in the right order
- SDK locations
- verifying / Verifying your SDK locations
- seamless locomotion
- about / Seamless locomotion
- inputs, setting up / Setting up inputs for seamless locomotion
- pawn's parent class, modifying / Changing the pawn's parent class
- movement input, handling / Handling movement input
- sensory conflict theory / Simulator sickness
- servers / The server
- servers, types
- listen servers / Listen servers
- dedicated servers / Dedicated servers
- Shared Data Cache (SDC) / Setting up a Derived Data Cache (DDC)
- signature file
- reference / Generating a signature file for Samsung Gear
- simulator sickness / Simulator sickness
- skeletal animations
- managing / Managing skeletal animations
- Slate / Creating a UI widget using UMG
- snap
- used, for snap turn / Snap turn using analog input
- snap-turning
- inputs, setting up / Setting up inputs for snap turning
- executing / Executing the snap turn
- snapping / Minimize vection
- snap turn
- using analog input / Snap turn using analog input
- solution
- opening / Opening and building the solution
- building / Opening and building the solution
- sound
- adding, to media playback / Adding sound to our media playback
- source code
- Unreal, building from / Building Unreal from source code
- on GitHub / Going further with source code on GitHub
- spatialized audio /
- spherical movie screen
- creating / Creating a spherical movie screen
- standalone build
- packaging / Packaging a standalone build
- standalone headsets / Standalone Headsets
- static mesh
- instancing / Static mesh instancing
- stereoscopic 360 degree video
- playing / Playing stereoscopic 360 degree video
- stereo video
- displaying / Displaying stereo video
- strafing / Minimize vection
- Stream Media Sources
- reference / Creating a File Media Source asset
- Sublime Text
- reference / A good robust text editor
- Substance Designer
- reference / 3D modeling software
- Substance Painter
- reference / 3D modeling software
T
- teleport locomotion
- about / Teleport locomotion
- navigation mesh, creating / Creating a navigation mesh
- pawn Blueprint, setting up / Setting up the pawn Blueprint
- optimizing / Optimizing and refining our teleport
- refining / Optimizing and refining our teleport
- UI, displaying when teleport input is pressed / Displaying UI only when teleport input is pressed
- deadzone, creating for input / Creating a deadzone for our input
- fading out / Fading out and in on teleport
- fading in / Fading out and in on teleport
- summary / Teleport locomotion summary
- templates / Creating a new project
- Temporal AA (TAA) / Choosing your anti-aliasing method
- test grabbing / Test grabbing and releasing
- test project
- setting up / Setting up a test project, Setting up our own test project
- OculusVR plugin is enabled, checking / Checking that your OculusVR plugin is enabled
- default map, setting /
- default mobile touch interface, clearing / Clearing the default mobile touch interface
- Android SDK project, settings / Setting your Android SDK project settings
- Android SDK locations, setting / Setting your Android SDK locations
- launching / Launching the test project
- environment, adding / Adding an environment
- network Game Mode, creating / Creating a network Game Mode
- test releasing / Test grabbing and releasing
- tethered headsets / Maintain framerate
- third-person character blueprint
- migrating / Migrating the third-person character blueprint
- cleaning up / Cleaning up the third-person character blueprint
- third-person character mesh
- setting up / Setting up a third-person character mesh
- weapon, adjusting / Adjusting the third-person weapon
- Tick event
- Align UI, calling from / Calling Align UI from the Tick event
- Trace Hit Result
- navmesh data, using / Using navmesh data
- tunnel vision / Minimize vection
U
- UI
- adding, to companion pawn / Adding a UI indicator to the companion pawn
- UI element
- attaching, to player pawn / Attaching the UI element to the player pawn
- UI indicator
- used, for indicating AI states / Indicating AI states using the UI indicator
- UI update
- ensuring, on state change / Ensuring that UI is updated when our state is changed
- UI widget
- creating, with UMG / Creating a UI widget using UMG
- adding, to an actor / Adding a UI widget to an actor
- UMG
- used, for creating UI widget / Creating a UI widget using UMG
- uncanny valley / Be careful of contradicting the user's body awareness
- Unreal
- building, from source code / Building Unreal from source code
- Unreal Engine
- about / Architecture, Engineering, and Construction (AEC) and real estate
- setting up / Setting up Unreal Engine
- cost / What it costs
- reference / What it costs
- Epic Games account, creating / Creating an Epic Games account
- Epic Games Launcher / The Epic Games launcher
- engine, installing / Installing the engine
- vault cache location, editing / Editting your vault cache location
- Derived Data Cache (DDC), setting up / Setting up a Derived Data Cache (DDC)
- local DDC, setting up / Setting up a local DDC
- engine, launching / Launching the engine
- movies, playing / Playing movies in Unreal Engine
- Unreal Engine source code
- downloading / Downloading the Unreal Engine source code
- source branch, selecting / Choosing your source branch
- repository, forking / Forking the repository
- repository, cloning to local machine / Cloning the repository to your local machine
- repository, cloning GitHub Desktop used / Option 1 – Cloning using GitHub Desktop
- repository, cloning from command line / Option 2 – Cloning from the command line
- engine binary content, downloading / Downloading engine binary content
- project files, generating / Generating project files
- Unreal project
- video file, adding to / Adding a video file to an Unreal project
- Unreal Unit (UU) / Keep the scale of the world accurate
- UnrealVS
- reference / Turning on the UnrealVS toolbar
V
- v-commerce / Commerce, advertising, and retail
- variable
- replicating / Replicating a variable
- vection / Minimize vection
- vergence / Manage eyestrain
- vergence-accommodation conflict / Manage eyestrain
- vestibular system / Simulator sickness
- video
- adding, to object / Adding video to an object in the world
- half of video, displaying / Displaying half of the video
- different half of video, displaying to each eye / Displaying a different half of the video to each eye
- over/under stereo video, displaying / Displaying over/under stereo video
- video appearance
- controls, adding to / Adding additional controls to our video appearance
- video file
- about / Understanding containers and codecs
- finding, to test / Finding a video file to test with
- adding, to Unreal project / Adding a video file to an Unreal project
- Video For Everybody
- reference / Finding a video file to test with
- Vim
- about / Installing Git for Windows
- download link / A good robust text editor
- virtual reality
- about / What is virtual reality?
- hardware / VR hardware
- uses / What can we do in VR?
- games / Games in VR
- interactive VR / Interactive VR
- VR Cinema / VR cinema – movies, documentary, and journalism
- Architecture, Engineering, and Construction (AEC) / Architecture, Engineering, and Construction (AEC) and real estate
- engineering / Engineering and design
- design / Engineering and design
- education / Education and training
- training / Education and training
- commerce / Commerce, advertising, and retail
- advertising / Commerce, advertising, and retail
- retail / Commerce, advertising, and retail
- medicine / Medicine and mental health
- health / Medicine and mental health
- immersion / Immersion, Make sure interactions with the world make sense, Build a consistent world, Decide how immersive you intend your application to be and design accordingly
- safety / Safety
- best practices / Best practices for VR, Maintain framerate, Standalone Headsets, Never take control of the user's head, Do not put acceleration or deceleration on your camera, Do not override the field of view, manipulate depth of field, or use motion blur, Minimize vection, Keep the scale of the world accurate, Manage eyestrain, Keep load times short
- challenges / Final word
- visual indication
- giving, to players / Letting players know when they can pick something up
- Visually-Induced Motion Sickness (VIMS) / Simulator sickness
- Visual Studio Code
- reference / A good robust text editor
- VR
- settings / Setting your project's settings for VR
- instanced Stereo / Instanced Stereo
- Round Robin Occlusions / Round Robin Occlusions
- forward shading / Forward and deferred shading
- deferred shading / Forward and deferred shading
- anti-aliasing method, selecting / Choosing your anti-aliasing method
- starting in / Starting in VR
- stray settings, turned off / Turning off other stray settings you don't need
- default touch interface, turning off / Turning off default touch interface (Oculus Go/Samsung Gear)
- project, configuring for Android / Configuring your project for Android (Oculus Go/Samsung Gear)
- Mobile HDR, turning off / Making sure Mobile HDR is turned off (Oculus Go/Samsung Gear)
- Mobile Multi-View / Mobile Multi-View (Oculus Go/Samsung Gear)
- Monoscopic Far Field, rendering / Monoscopic Far Field Rendering (Oculus Go / Samsung Gear)
- cheat-sheet / Project Settings cheat-sheet
- project settings / Additional project settings for VR
- 360 degree spherical media, displaying / Displaying 360 degree spherical media in VR
- VR character
- adding / Adding a VR character
- input, setting up / Setting up input
- setting up, example assets used / Setting up your VR character using example assets, Making effective use of example assets
- example pawn, migrating / Migrating the example pawn
- VR Cinema / VR cinema – movies, documentary, and journalism
- VR editor
- using / Using the VR editor
- entering VR Mode / Entering and exiting VR Mode
- exiting VR Mode / Entering and exiting VR Mode
- VRExpansion classes
- using / Using VRExpansion classes
- navigation, adding / Adding navigation
- game mode, adding / Adding a game mode
- PlayerStart class, updating / Updating the PlayerStart class
- VR character, adding / Adding a VR character
- VRExpansion example project
- exploring / Exploring the VRExpansion example project
- setup, finishing / Finishing our project setup
- VRExpansion plugin
- installing / Installing the VRExpansion plugin
- installing, precompiled binaries used / Installing using precompiled binaries
- reference / Installing using precompiled binaries
- plugin binaries, compiling / Compiling your own plugin binaries
- exploring / What's inside a plugin?
- using / Using more of the VRExpansion plugin
- VRHand
- setting up, for objects pick up / Setting up VRHand to pick up objects
- VR Mode
- navigating / Navigating in VR Mode
- world, modifying / Modifying the world in VR Mode
- objects, moving / Moving, rotating, and scaling objects
- objects, rotating / Moving, rotating, and scaling objects
- objects, scaling / Moving, rotating, and scaling objects
- controllers, using to scale objects / Using both controllers to rotate and scale objects
- controllers, using to rotate objects / Using both controllers to rotate and scale objects
- moving objects, practicing / Practicing moving objects
- scenes, composing / Composing a new scene in VR Mode
- radial menu, navigating / Navigating the radial menu
- scenes, optimizing / Optimizing scenes for VR
- VR Mode navigation
- moving through the world / Moving through the world
- teleporting through the world / Teleporting through the world
- rotating the world / Rotating the world
- scaling the world / Scaling the world
- practicing / Practicing movement
- VR Pawn
- creating / Creating a VR pawn
- VR pawn
- creating / Creating a VR pawn
- placing, in world / Placing a pawn directly in the world
- setting up / Setting up the VR pawn
- camera, adding / Adding a camera
- motion controllers, adding / Adding motion controllers
- tracking origin, setting / Setting our tracking origin.
- testing / Testing our migrated game mode and pawn
- BP_VRHand child actor components, adding / Adding BP_VRHand child actor components to your pawn
- grab functions, calling / Calling our grab functions from the pawn
- VR project
- planning / Planning your VR project, Clarify what you're trying to do, Is it a good fit for VR? Why?, What's important – what has to exist in this project for it to work? (MVP), Tackle things in the right order, Test early and often, Design is iterative
- creating / Creating a new project
- hardware target, setting / Setting your hardware target
- graphics target, setting / Setting your graphics target
- summary, settings / Settings summary
- rendering method, selecting / Choosing the right rendering method for your project
- decorating / Decorating our project
- content, migrating into / Migrating content into a project
- migrated content, cleaning up / Cleaning up migrated content
- default map, setting / Setting a default map
- map, testing on desktop / Testing our map on desktop
- map, testing on mobile / Testing our map on mobile (Oculus Go/Samsung Gear)
- game mode, setting up / Setting up a game mode and player pawn
- player pawn, setting up / Setting up a game mode and player pawn
- VR project structure
- about / Taking a quick look at your project's structure
- Content directory / The Content directory
- Config directory / The Config directory
- Source directory / The Source directory
- file / The Project file
- VR Template project
- hand meshes, migrating from / Migrating hand meshes and animations from the VR Template project
- animations, migrating from / Migrating hand meshes and animations from the VR Template project
W
- waterfall project management methods / Tackle things in the right order
- widget interaction components
- using / Using widget interaction components
- input, sending through / Sending input through widget interaction components
- pointer, making for / Making a better pointer for our interaction component
- interaction beam material, creating / Creating an interaction beam material
- impact effect, creating / Creating an impact effect
Y
- yaw / VR hardware
Z
- ZBrush
- reference / 3D modeling software