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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
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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

Creating a Blueprint Interface for pickup objects


To create a Blueprint Interface, follow the given steps:

  1. Right-click in your project's Blueprints directory, and select Create Advanced Asset | Blueprints | Blueprint Interface:
  1. Name it BPI_PickupActor.

When you open it up, you'll see that it contains a Functions list, and nothing else. You'll notice that the graph can't be edited. This is because the interface is simply a list of functions that the attached object must implement, but those functions don't get written in the interface.

  1. By default, it's created a new function declaration for you. Name it Pickup.
  2. Under the function's Details | Inputs, add a new input. Set its type to Scene Component | Object Reference, and name it AttachTo:
  1. Add another function, and call it Drop. This one doesn't need any input.
  2. Compile, save, and close the interface.

Now, let's apply this new interface to BP_PickupCube:

  1. Open BP_PickupCube, and hit the Class Settings item on the toolbar.
  2. Under Details | Interfaces, hit...
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