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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

Setting up the project and collecting assets


For this chapter's work, let's create a new project with the following template options:

  • A Blank Blueprint template
  • Targeting Mobile/Tablet hardware
  • Scalable 2D or 3D
  • No starter content

Once the project has been created, open its Project Settings and set the following menu options:

  • Project | Description | Settings | Start in VR: True
  • Engine | Rendering | Forward Renderer | Forward Shading: True
  • Engine | Rendering | Default Settings | Ambient Occlusion Static Fraction: False
  • Engine | Rendering | Default Settings | Anti-Aliasing Method: MSAA
  • Engine | Rendering | VR | Instanced Stereo: True
  • Engine | Rendering | VR | Round Robin Occlusion Queries: True

Allow the project to restart once all these settings have been set.

Once the project has restarted, open the File menu and use it to load the previous chapter's project. Just as we did last time, we're going to grab elements that we previously created and carry them forward using the Migrate tool.

Migrating blueprints...

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