Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781789132878
Length 632 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Robert Ruud Robert Ruud
Author Profile Icon Robert Ruud
Robert Ruud
Kevin Mack Kevin Mack
Author Profile Icon Kevin Mack
Kevin Mack
Arrow right icon
View More author details
Toc

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

Summary


We did quite a lot in this chapter.

We learned how to set up and refine a navigation mesh in our scene and how to find and fix collision problems with objects in our scene. We learned how to set up input actions and use them to move our player character around, and perhaps most importantly, we learned Kent Beck's mantra for software development: Make it work, make it right, make it fast, and learned what it means to follow it as we pursue iterative development. We're going to revisit this a lot. It's a secret to effective software development.

That was a lot of work. The exercises in this chapter covered a lot of ground, but should have left you with a decent sense of how the parts fit together when setting up a player pawn and a locomotion system.

Now that we've given our pawn feet, in the next chapter, we're going to give it hands. We'll learn how to use motion controllers to point, grip, and interact with objects in the world. We'll also build on what we've learned about setting...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime