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Unreal Engine VR Cookbook: Developing Virtual Reality with UE4

Unreal Engine VR Cookbook: Developing Virtual Reality with UE4

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  • Copyright 2017
  • Dimensions: 7" x 9"
  • Edition: 1st
  • eBook (Watermarked)
  • ISBN-10: 0-13-464924-9
  • ISBN-13: 978-0-13-464924-5

“With his YouTube channel, Mitch’s VR Lab, Mitch has helped thousands of people understand the foundations of locomotion and interaction mechanics with clear and concise UE4 videos. I’m thrilled that he has taken the time to bring all his knowledge and experience in working with Unreal Engine and Virtual Reality to the Unreal® Engine VR Cookbook…. Mitch is uniquely qualified to share this book with the world.”

–Luis Cataldi, Unreal Engine Education, Epic Games, Inc.

For game developers and visualization specialists, VR is the next amazing frontier to conquer–and Unreal Engine 4 is the ideal platform to conquer it with. Unreal ® Engine VR Cookbook is your complete, authoritative guide to building stunning experiences on any Unreal Engine 4-compatible VR hardware.

Renowned VR developer and instructor Mitch McCaffrey brings together best practices, common interaction paradigms, specific guidance on implementing these paradigms in Unreal Engine, and practical guidance on choosing the right approaches for your project. McCaffrey’s tested “recipes” contain step-by-step instructions, while empowering you with concise explanations of the underlying theory and math.

Whether you’re creating first-person shooters or relaxation simulators, the techniques McCaffrey explains help you get immediate results, as you gain “big picture” knowledge and master nuances that will help you succeed with any genre or project.

  • Understand basic VR concepts and terminology
  • Implement VR logic with Blueprint visual scripting
  • Create basic VR projects with Oculus Rift, HTC Vive, Gear VR, Google VR, PSVR, and other environments
  • Recognize and manage differences between seated and standing VR experiences
  • Set up trace interactions and teleportation
  • Work with UMG and 2D UIs
  • Implement character inverse kinematics (IK) for head and hands
  • Define effective motion controller interaction
  • Help users avoid motion sickness
  • Optimize VR applications
  • Explore the VR editor, community resources, and more

If you’re ready to master VR on Unreal Engine 4, this is the practical resource you’ve been searching for!


Source Code

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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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