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An Introduction to Creating VR Game Mechanics

  • Cornel Hillmann
Chapter

Abstract

In this chapter, we will focus on creating VR puzzle mechanics and Blueprint communication methods. While in Chapter  4 we used the level Blueprint to create interactions between different scene objects, we will in this chapter do all interaction between Blueprint actors without ever opening the Level editor. The advantage is a flexible system of scene components that can easily be reused in another level if required. By creating a small, fixed slot inventory menu, we can explore how we communicate with variables across various Blueprint actors to get or set values. Exploring the tools for character interaction gives us an introduction to customizing our own imported character meshes and setting them up to be controlled by Unreal’s sophisticated animation and artificial intelligence (AI) system.

Copyright information

© Cornel Hillmann 2019

Authors and Affiliations

  • Cornel Hillmann
    • 1
  1. 1.SingaporeSingapore

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