
In this lecture we will install the required software including the Unreal Engine, and will configure everything to work with Oculus Quest.
In this lecture we will setup the Unreal Engine project for the course.
In this lecture we will start investigating the template project. The lecture covers:
1. VRGameMode and VRPawn
2. VR Skeletal Mesh Hands
3. Input handling
4. Rotation in VR
5. Teleportation in VR
6. Hands input and animation
In this lecture we will investigate how wrist menu works in VR.
In this lecture we will learn how grabbing works in VR. We will also see how pistol and bullet work.
In this lecture we will learn how to use hand to grab component animation attachment with preserved ability to handle input.
We will do this using the relatively new functionality called Animation Blueprint Linking.
In this lecture we will implement a component that will allow us to hold the object with two hands.
In this lecture we will implement an object remote pulling mechanics, many VR games use it because it's not comfortable sometimes to move to every object so we can allow just remotely pull those that are relatively close. Just like a Jedi.
In this lecture we will improve the user experience and the remote pulling algorithm a little. The main part of this lecture is the object outline that we gonna add to highlight the potential object to pull.
Throwing in VR would not simply work out of the box cause it's hard to release the trigger in the right direction as you would do in real life when holding something with your hand. For this, we will implement a simple algorithm that would help us to find the more intuitive direction and rotation where the thrown object should fly.
In this lecture we will implement an object container that can be used as a 3D inventory slot, holster or something where you can place an actor in a level.
In this lecture we will create not just a pawn but a skeletal full body character for the player. Hands & head will be moving according to the controller and headset position using the control rig.
In this lecture we will implement Mjolnir - Thor's hammer. It will be able to fly indefinitely, smashing objects with Chaos Destruction, characters with Ragdoll physics, and on our call return right to our hands from anywhere.
In this lecture we will implement a lazer game prototype, uniquely to this lecture we will even implement a custom game mode for that. Also we gonna implement a sword with advanced hit detection, target cubes that we can destroy and 3D widget that will display our score.
One of my favorite mechanics in VR - Archery, is the one we will create in this lecture. We gonna use skeletal mesh, arrow with projectile movement with attachment.
Kayaking in VR became very popular recently and in this lecture we will try to implement it in Unreal. We will use Unreal Water Plugin and will work with Ocean and Buoyancy for the boat, and with controlled boat movement with a paddle.
Climbing is a very exiting VR mechanic that we will implement in this lecture. We will implement a logic that will not attach the grabbed object to our hand, but will move us relatively to grab, we will also add fake gravity with a capsule component to our VR Pawn and adjust the teleportation for it.
Packaging for Windows is pretty simple, we will do it in this lecture and will cover a bare minimum required settings.
Packaging for Oculus may be tricky, we will do this in this lecture. Don't worry if you'll have any errors, usually it's easy to find solutions.
You will learn how to develop basic popular VR mechanics as well as some of the most popular VR gameplay prototypes and how to run everything with or directly on a VR headset device (Oculus Quest 2).
This course is intended for anyone interested in making something for VR with Unreal Engine. You don't have to be a programmer as we won't use C++, just Unreal Engine visual blueprint scripting. Also we won't be using complex solutions.
We will start with setting up the required software, then the template project and will investigate it a bit.
Next we will implement basic VR features like two handed grab, throwing or remote object pulling.
After basic features we will implement a few popular VR gameplay prototypes such as Archery, Kayaking, Climbing. I will even show you how to implement Thor's Hammer that can smash everything and everyone and return to you from anywhere!
In the end I will show you how to package and deploy the project for Windows or to Oculus Quest directly.
For this course I will use Oculus Quest 2, but you still can use the other headset if you can configure it's usage for Unreal.
I've made this course for everyone even absolute beginners and though the videos we will do everything together step by step.
The course has all the required content so don't worry if you don't have a bow or similar items required - they will be provided.
For enthusiasts I can give the access to the course github with all lectures implemented, so you could compare your solution.
If you were interested in VR but didn't know where to start - this course is for you!