Chapter 1 - Set-up
- Setting up a PC and HMD with at least min spec VR requirements
- Downloading and installing prerequisite software
Chapter 2 - Introduction to Unreal Engine
Introducing you to the fundamentals that will allow you to immediately start experimenting with Unreal Engine:
- Folder/file organization and name standards
- Editor interface
- Gameplay Framework
- Blueprint basics and common API/building blocks
Chapter 3 - Level Design
Covering tools and workflows to help you efficiently prototype ideas and create virtual worlds:
- Importing objects and applying Materials
- Lighting
- BSP
- Decals
- Sequencer
- Level Management
Chapter 4 - Beginner Scripting / Blueprints
Covering the following topics in blueprints to enable you to start implementing dynamic behaviours in your projects:
- Branching
- Structures
- Delays
- Timers
- Timelines
Chapter 5 - Intermediate Scripting / Blueprints
Focused on patterns for more complex communication between different blueprint objects such as:
- Casting
- Interfaces
- Function Libraries
- Macros
- Events
Chapter 6 - Introduction to Virtual Reality
Covering the following fundamentals to kickstart your first VR project:
- Steam VR best practices
- Epic VR best practices
- VR development workflows
- Tracking origin
- Motion controller tracking
- Button mapping
Chapter 7 - VR Interactions
Design and implementation of several standard methods of VR user interaction:
- Gaze based
- Tracing and overlapping based on hand location
- Using hand movement
Chapter 8 - VR Locomotion
Introducing you to the challenges associated with real life and artificial player movement in VR, followed by the design and implementation of several standard methods of VR locomotion:
- Teleportation – blink + fast interpolated movement
- Joystick
- Hand movement
- Snap Turning
Chapter 9 - VR User Interaction
- Introducing to the Unreal Motion Graphics (UMG) and Slate UI frameworks.
- Common UMG/Slate elements and recommended workflows.
- Learn how to allow users to interact with their UI in VR.
Chapter 10 - Feel & Feedback
Techniques to improve the feel and feedback of your VR experiences through the use of:
- Sound
- On screen and in world effects
- Haptics
- HUD
Chapter 11 - Performance
Tools and workflows for analysing performance of your projects. It will also cover standard optimization techniques.