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Unreal Engine Virtual Reality Quick Start Guide

Unreal Engine Virtual Reality Quick Start Guide

By : Jessica Plowman
3.7 (3)
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Unreal Engine Virtual Reality Quick Start Guide

Unreal Engine Virtual Reality Quick Start Guide

3.7 (3)
By: Jessica Plowman

Overview of this book

With the ability to put players directly in the game, virtual reality gives users the chance to experience digital worlds directly. Nevertheless, many designers are unsure where to start when working with this amazing technology. With this book, you will learn user experience design processes and create immersive gameplay experiences designed for entertainment and player comfort. Using the power of Unreal Engine 4’s Blueprint visual scripting language, you will build player interaction and locomotion systems from scratch and use these flexible systems to create a sample game, as well as develop functional 2D and 3D user interfaces for players to interact with. And also learn the best practices for creating game art for virtual reality. Finally, you will learn how to test your application with your target audience and finalize your game for distribution. By the end of this book, you will have the knowledge to be able to make the leap from traditional game development to creating immersive virtual reality experiences using Unreal Engine 4.
Table of Contents (8 chapters)
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Preparing for distribution

So, we have gathered player data, reworked the design, and tested again. We might have been through this part of the design cycle several times already, but now our game is perfect and ready for release to the masses. So, it is time to cook and package a release version of the application. This process has several steps:

  1. Adjust our Project Settings.
  2. Launch the ProjectLauncher.
  3. Set up a Custom Launch Profile.
  4. Test the game build.

Our journey to release starts by adjusting some Packaging settings in our Project Settings:

Project Settings, showing the Blueprint Nativization option

Let's turn on Blueprint Nativization. This option converts our existing blueprints into C++ code, which will give us a bump in performance:

  1. Find the Blueprint Nativization option in the Packaging section of the Project Settings menu.
  2. Click the dropdown menu and choose...
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