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Unreal Engine 4 Virtual Reality Projects

You're reading from   Unreal Engine 4 Virtual Reality Projects Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781789132878
Length 632 pages
Edition 1st Edition
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Authors (2):
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Robert Ruud Robert Ruud
Author Profile Icon Robert Ruud
Robert Ruud
Kevin Mack Kevin Mack
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Kevin Mack
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Table of Contents (20) Chapters Close

Title Page
About Packt
Contributors
Preface
1. Thinking in VR 2. Setting Up Your Development Environment FREE CHAPTER 3. Hello World - Your First VR Project 4. Getting Around the Virtual World 5. Interacting with the Virtual World - Part I 6. Interacting with the Virtual World - Part II 7. Creating User Interfaces in VR 8. Building the World and Optimizing for VR 9. Displaying Media in VR 10. Creating a Multiplayer Experience in VR 11. Taking VR Further - Extending Unreal Engine 12. Where to Go from Here 1. Useful Mind Hacks 2. Research and Further Reading 3. Other Books You May Enjoy Index

Look it up before you make it up


We mentioned this in Chapter 10, Creating a Multiplayer Experience in VR, and want to reiterate it here: one of the core mistakes new developers make is failing to do research before they dive into a problem, and they wind up rewriting code that's already been written.

Do your homework. When you're trying to solve a problem, before you start hacking away at it, see whether anybody else has tacked anything similar and left footprints behind. Is there already a tool in the engine that does this or does most of it? Are there examples in the templates or the sample projects that show how it can be solved? Has someone written a tutorial somewhere? Sometimes, the answer is going to be no, but far more often, you're going to find something that either points you directly toward a solution or gets you closer than you would have gotten without it.

We once saw a small team of engineers waste weeks of development budget on a problem that had already been solved with a single function in a freely-licensed plugin. That's time that didn't go into making the game better, and you don't need to fall into this trap. Research is part of your development process and should always happen before you start typing or dragging nodes.

This leads us right into our next topic of discussion where can you look when you need to find information?

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