Skip to main content

VR Tips Compilation #2

As mentioned in the previous post, I've been collecting tips about working with VR from the Unreal Engine Livestreams & GDC Talks. This is the second of the two VR Tips Compilation posts, while the first one can be found here: https://unrealpossibilities.blogspot.in/2015/12/vr-tips-compilation-1.html

  • Using force grabs to get objects from the environment is a good alternative to actually having the player grab the object, due to the awkwardness & differences between how it works in real life, compared to the lack of physical feedback in games. Also adding to this factor is the design of the control device used to accept inputs.

  • Remove all motion blur effects as using them in your game can give rise to Simulation Sickness.

  • Since run & gun is generally not an option in VR games, teleportation is one of the interesting viable alternatives. But even here, it is better to slowly fade the screen to back & then fade everything back in at the new location, instead of instantaneously shifting the player from one place to another.

  • In Unreal Engine, it is better to use screen reflection captures & disable screen space reflections from the post processing features.

Popular posts from this blog

Unreal Engine 4 Tutorial: Smooth Zoom using Mouse Wheel for Top Down Template

Well, I had already written a tutorial for implementing Smooth Zoom functionality for Top Down Template. But it was based on keyboard inputs. Since most Top Down PC games use mouse wheel for zoom, I decided to make a tutorial for the same. The core logic here is the same as the one implemented by Ryan Jon for the custom camera in his RTS Community Project. If anyone's interested, they can get the code for the RTS Community Project here:

UE4 RTS Community Project

Anyways, he has replaced the default camera for the characters with a general camera since that's more ideal for developing an RTS game. Since a basic Top Down game with a single playable character does not need a separate custom camera, I decided to implement the same functionality for the default player camera in UE4's Top Down Template. So let's get down to it.

First of all we need to make a custom curve from the content browser. We will be using this curve to define the smooth camera movement while zooming …

Unreal Engine 4 Tutorial #4: Basic HUD Based Command UI for Top Down Turn Based Games

Hi, welcome back for the next tutorial. And in this tutorial, I'll be explaining how to create a basic Command UI for top down turn based games using HUD blueprints. By the time we reach the end of the tutorial, we'll have a Command UI with movement and fire action commands, and a player character that responds to the commands. Here's a screenshot showing the end product: 


Oh, and this tutorial is gonna be quite big, compared to earlier ones. So I advise everyone to go through the screenshots, before reading through. If it's clear, there's no need to read through the whole thing, partly because I've written this with a beginner audience target in mind. Ofcourse, if you have doubts, I hope they will be clarified in the written description. If not, feel free to ask me in the comments.
So let's get started. Again, I'll be starting with the top down template. First of all, we need to create a new HUD blueprint. If you're a beginner, you can find this by f…

Unreal Engine 4 Tutorial #3: Unit Selection Decals for RTS Games

Hi, welcome back for another UE4 Tutorial. This time, I'll be walking you through how to set up unit selection decals for RTS games. So the decals need to be visible, when a particular unit is selected, and set to hidden as soon as the unit is deselected. For this tutorial, I'm gonna start off from the Unreal Top Down Template.

First of all, I'll be changing the default controls a bit. Instead of using left mouse button to move the units, I'll be using right mouse button for character movement. I already have a decal texture, that I created in GIMP. If you don't have one, you could get my decal texture from the link below:
DropBox: Character Selection Decal Texture
So once you have the texture ready, next step is to set up your decal material. For creating a decal material, we need to set the 'Material Domain' in the details panel to 'Deferred Decal'. I'm also setting the blend mode to 'Emissive' in my case. Then we multiply the texture wit…