---
product_id: 39110455
title: "Unreal Engine VR Cookbook: Developing Virtual Reality with UE4 (Game Design)"
price: "AED 17"
currency: AED
in_stock: true
reviews_count: 13
url: https://www.desertcart.ae/products/39110455-unreal-engine-vr-cookbook-developing-virtual-reality-with-ue4-game
store_origin: AE
region: United Arab Emirates
---

# Unreal Engine VR Cookbook: Developing Virtual Reality with UE4 (Game Design)

**Price:** AED 17
**Availability:** ✅ In Stock

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- **What is this?** Unreal Engine VR Cookbook: Developing Virtual Reality with UE4 (Game Design)
- **How much does it cost?** AED 17 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.ae](https://www.desertcart.ae/products/39110455-unreal-engine-vr-cookbook-developing-virtual-reality-with-ue4-game)

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## Description

“With his YouTube channel, Mitch’s VR Lab, Mitch has helped thousands of people understand the foundations of locomotion and interaction mechanics with clear and concise UE4 videos. I’m thrilled that he has taken the time to bring all his knowledge and experience in working with Unreal Engine and Virtual Reality to the Unreal® Engine VR Cookbook…. Mitch is uniquely qualified to share this book with the world.” ―Luis Cataldi, Unreal Engine Education, Epic Games, Inc. For game developers and visualization specialists, VR is the next amazing frontier to conquer―and Unreal Engine 4 is the ideal platform to conquer it with. Unreal ® Engine VR Cookbook is your complete, authoritative guide to building stunning experiences on any Unreal Engine 4-compatible VR hardware. Renowned VR developer and instructor Mitch McCaffrey brings together best practices, common interaction paradigms, specific guidance on implementing these paradigms in Unreal Engine, and practical guidance on choosing the right approaches for your project. McCaffrey’s tested “recipes” contain step-by-step instructions, while empowering you with concise explanations of the underlying theory and math. Whether you’re creating first-person shooters or relaxation simulators, the techniques McCaffrey explains help you get immediate results, as you gain “big picture” knowledge and master nuances that will help you succeed with any genre or project. Understand basic VR concepts and terminology Implement VR logic with Blueprint visual scripting Create basic VR projects with Oculus Rift, HTC Vive, Gear VR, Google VR, PSVR, and other environments Recognize and manage differences between seated and standing VR experiences Set up trace interactions and teleportation Work with UMG and 2D UIs Implement character inverse kinematics (IK) for head and hands Define effective motion controller interaction Help users avoid motion sickness Optimize VR applications Explore the VR editor, community resources, and more If you’re ready to master VR on Unreal Engine 4, this is the practical resource you’ve been searching for! Register your product at informit.com/register for convenient access to downloads, updates, and corrections as they become available.

Review: I good read, I was worries that the book would ... - A good read, was worried that the book would repeat the same thing multiple times for each of the different VR headsets. With only 288 pages and: Vive, Rift, GearVR, PSVR among others there is not a lot of space to cover real content. Luckily, I was wrong. The first chapter covers the different systems and provides a few tables that discuss the key difference in the APIs. There are a few pages in chapter 2 that talk about gear VR setup, since it does have a few extra steps when compared to the other systems. Once that is done however the text gets right to the heart of VR development Topics include creating interfaces for your objects, tracing, creating interactive objects, teleportation along with other movement options, Unreal Motion Graphics (UMG)., Kinematics and that is only the first 40% or so of the book. Later own you will learn about optimization, working with motion controllers, even go into the render pipeline and different shader options. Appendix chapters cover using the editor in VR mode and online resources for more information I am happy with the book overall, but keep in mind this is a cookbook, so you are not building a game like most books. Here each chapter will teach you the key elements; tracking, rending menu interaction ect that go into making a game. The nice thing about this text is that you are also told why/how something works were many text simple say do this then this.
Review: Great learning tool! - I built an entire multiplayer VR framework using this book in Unreal Engine 4.26. It's a great addition and has MANY helpful codes to copy. Make sure you grab Mitch's files from GitHub too!

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Best Sellers Rank | #4,096,664 in Books ( See Top 100 in Books ) #825 in Computer & Video Game Design #1,682 in Game Programming #1,976 in Computer Graphics |
| Customer Reviews | 4.4 out of 5 stars 56 Reviews |

## Images

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## Customer Reviews

### ⭐⭐⭐⭐⭐ I good read, I was worries that the book would ...
*by N***2 on March 15, 2017*

A good read, was worried that the book would repeat the same thing multiple times for each of the different VR headsets. With only 288 pages and: Vive, Rift, GearVR, PSVR among others there is not a lot of space to cover real content. Luckily, I was wrong. The first chapter covers the different systems and provides a few tables that discuss the key difference in the APIs. There are a few pages in chapter 2 that talk about gear VR setup, since it does have a few extra steps when compared to the other systems. Once that is done however the text gets right to the heart of VR development Topics include creating interfaces for your objects, tracing, creating interactive objects, teleportation along with other movement options, Unreal Motion Graphics (UMG)., Kinematics and that is only the first 40% or so of the book. Later own you will learn about optimization, working with motion controllers, even go into the render pipeline and different shader options. Appendix chapters cover using the editor in VR mode and online resources for more information I am happy with the book overall, but keep in mind this is a cookbook, so you are not building a game like most books. Here each chapter will teach you the key elements; tracking, rending menu interaction ect that go into making a game. The nice thing about this text is that you are also told why/how something works were many text simple say do this then this.

### ⭐⭐⭐⭐⭐ Great learning tool!
*by B***L on March 16, 2024*

I built an entire multiplayer VR framework using this book in Unreal Engine 4.26. It's a great addition and has MANY helpful codes to copy. Make sure you grab Mitch's files from GitHub too!

### ⭐⭐⭐⭐ Great book for those with a basic knowledge of UE4 ...
*by J***S on January 25, 2018*

Great book for those with a basic knowledge of UE4 but very little knowledge and experience in VR. Covers the fundamental operations of VR in sufficient detail (e.g. how to move, grab objects, etc.). This won't make you an expert, but by the end of the book most readers will understand and have the capability to create basic VR apps (i.e. indie games rather than Robo Recall). 4 stars instead of 5 because the author tends to explain what a blueprint does after constructing it, which requires going back and reading the instructions a second time to understand the purpose of all the steps. If you don't know how to perform basic operations in Unreal (e.g. create a project, drag and drop a pawn, create a blueprint), I'd recommend watching youtube videos and spending a few hours getting to know the basics of Unreal before diving into this book. Otherwise it will be difficult to focus on the VR concepts if you're trying to learn Unreal engine basics at the same time.

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*Product available on Desertcart United Arab Emirates*
*Store origin: AE*
*Last updated: 2026-09-02*