Description

Book Synopsis
Mitch McCaffrey is an independent game developer and the Creator of the community VR Template for UE4. He is also Creator of the very popular YouTube tutorial series Mitch's VR Lab. Mitch has been a very active member of the UE4 VR community and instrumental in teaching VR best practices through his Unreal Engine forum posts, VR Templates, and Youtube channel for some time.



Table of Contents

Preface xiii

Acknowledgments xvii

About the Author xix

Part I: Getting Started 1

Chapter 1: Terminology and Best Practices 3

Terminology 4

Best Practices 10

Summary 11

Chapter 2: Head Mounted Display Setup 13

Gear VR 14

Rift and Vive 32

Summary 42

Chapter 3: Toolkit 43

Generic Function Library 44

Oculus Function Library 45

Steam VR Function Library 47

Summary 47

Part II: Recipes 49

Chapter 4: Trace Interaction 51

Understanding Trace Interaction 52

Understanding Interfaces 55

Setting Up Trace Interaction 57

Setting Up a Basic Interactive Object 75

Summary 79

Exercises 80

Chapter 5: Teleportation 85

Setting Up Teleportation 86

Visualizing the Teleport 92

Simple Teleportation Volume 95

Summary 101

Exercises 101

Chapter 6: Unreal Motion Graphics and 2D User Interfaces 103

Challenges with 2D UI in VR 104

History and Compatibility of UMG 105

Basic VR Menu 105

Custom Menu Interaction 113

Summary 123

Exercises 123

Chapter 7: Character Inverse Kinematics 125

Introduction to Inverse Kinematics 126

Setting Up Head IK 127

Setting Up Hand IK 137

Summary 144

Exercises 145

Chapter 8: Motion Controller Interaction 147

Why Motion Controller Interaction Works 148

What to Look Out For: The Importance of Affordance 148

Shared Input of the Current Generation of Motion

Controllers 149

Setting Up the World Interaction Project 149

Interacting with Objects 151

Creating the Interactive Objects 163

Summary 187

Exercises 188

Chapter 9: VR Locomotion 189

Simulator Sickness 190

Locomotion Types 190

Locomotion Implementation 194

Summary 205

Exercises 205

Chapter 10: VR Optimization 207

Requirements of VR Rendering 208

Latency Mitigation 209

Performance Improvements 215

VR Project Settings 221

Summary 229

Exercises 229

Part III: Appendices 231

Appendix A: VR Editor 233

Enabling the VR Editor 234

Controlling the VR Editor 235

Summary 241

Appendix B: Resources 243

Epic 244

Oculus 244

Valve 244

Google 245

Community 245

Physical Meetups 245

Conferences 246

Index 247

Unreal Engine VR Cookbook

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A Paperback / softback by Mitch McCaffrey

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    View other formats and editions of Unreal Engine VR Cookbook by Mitch McCaffrey

    Publisher: Pearson Education (US)
    Publication Date: 08/03/2017
    ISBN13: 9780134649177, 978-0134649177
    ISBN10: 0134649176

    Description

    Book Synopsis
    Mitch McCaffrey is an independent game developer and the Creator of the community VR Template for UE4. He is also Creator of the very popular YouTube tutorial series Mitch's VR Lab. Mitch has been a very active member of the UE4 VR community and instrumental in teaching VR best practices through his Unreal Engine forum posts, VR Templates, and Youtube channel for some time.



    Table of Contents

    Preface xiii

    Acknowledgments xvii

    About the Author xix

    Part I: Getting Started 1

    Chapter 1: Terminology and Best Practices 3

    Terminology 4

    Best Practices 10

    Summary 11

    Chapter 2: Head Mounted Display Setup 13

    Gear VR 14

    Rift and Vive 32

    Summary 42

    Chapter 3: Toolkit 43

    Generic Function Library 44

    Oculus Function Library 45

    Steam VR Function Library 47

    Summary 47

    Part II: Recipes 49

    Chapter 4: Trace Interaction 51

    Understanding Trace Interaction 52

    Understanding Interfaces 55

    Setting Up Trace Interaction 57

    Setting Up a Basic Interactive Object 75

    Summary 79

    Exercises 80

    Chapter 5: Teleportation 85

    Setting Up Teleportation 86

    Visualizing the Teleport 92

    Simple Teleportation Volume 95

    Summary 101

    Exercises 101

    Chapter 6: Unreal Motion Graphics and 2D User Interfaces 103

    Challenges with 2D UI in VR 104

    History and Compatibility of UMG 105

    Basic VR Menu 105

    Custom Menu Interaction 113

    Summary 123

    Exercises 123

    Chapter 7: Character Inverse Kinematics 125

    Introduction to Inverse Kinematics 126

    Setting Up Head IK 127

    Setting Up Hand IK 137

    Summary 144

    Exercises 145

    Chapter 8: Motion Controller Interaction 147

    Why Motion Controller Interaction Works 148

    What to Look Out For: The Importance of Affordance 148

    Shared Input of the Current Generation of Motion

    Controllers 149

    Setting Up the World Interaction Project 149

    Interacting with Objects 151

    Creating the Interactive Objects 163

    Summary 187

    Exercises 188

    Chapter 9: VR Locomotion 189

    Simulator Sickness 190

    Locomotion Types 190

    Locomotion Implementation 194

    Summary 205

    Exercises 205

    Chapter 10: VR Optimization 207

    Requirements of VR Rendering 208

    Latency Mitigation 209

    Performance Improvements 215

    VR Project Settings 221

    Summary 229

    Exercises 229

    Part III: Appendices 231

    Appendix A: VR Editor 233

    Enabling the VR Editor 234

    Controlling the VR Editor 235

    Summary 241

    Appendix B: Resources 243

    Epic 244

    Oculus 244

    Valve 244

    Google 245

    Community 245

    Physical Meetups 245

    Conferences 246

    Index 247

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