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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 FREE CHAPTER 2. Setting Up Your Development Environment 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

Addressing frame rate problems


Now that we've learned a bit about how to find problems in your scene, let's talk a bit about what to do about them.

Cleaning up Blueprint Tick events

If you're seeing high numbers on your CPU, one of the first culprits you want to look for is any Blueprint doing operations on the Tick event. This is an extremely common culprit. Remember that Tick events happen every single frame, so if you're doing a lot of work on your Tick, you're impacting every single frame you need to draw. Look for ways to spread this work out over multiple frames, or to avoid using the Tick altogether and use events to make objects change their state only when something changes.

Managing skeletal animations

If you have a lot of skeletal meshes animating, make sure they don't have a ridiculous number of bones in their skeletons, and make sure they're not using a ton of blend space animations. It's a much better practice to use skeletal mesh Level of Detail (LOD) to include fine details only...

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