Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781789132878
Length 632 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Robert Ruud Robert Ruud
Author Profile Icon Robert Ruud
Robert Ruud
Kevin Mack Kevin Mack
Author Profile Icon Kevin Mack
Kevin Mack
Arrow right icon
View More author details
Toc

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

Chapter 4. Getting Around the Virtual World

In this chapter, we're going to take the pawn we built in the previous chapter and get it moving through the world. We'll begin with a commonly employed teleport movement scheme and cover a wide range of tasks that go into setting it up. We'll learn about navigation meshes in our environment, how to set up input events in our project and use them in Blueprints, and how to build a player pawn Blueprint and get it moving around the world. Finally, we'll also explore an immersive seamless locomotion scheme that you can use to allow your players to move through the world without teleporting.

Throughout the course of this chapter, we'll be discussing the following topics:

  • Navigation meshes—what they are, how to set them up in your level, and how to refine them
  • How to set up a Blueprint for your player pawn, and how to create input events that your pawn can use
  • How to perform traces, using both straight lines and curves, to find legal target locations in...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image