And without calling third-party VR API.
Hello,
It’s not a big deal, it’s not the same VR as you think about.
It’s all about camera view effect setting.
Actually, all video games are rely on monoscopic camera, what are you calling 3D video games are not real 3D, it’s just 3D rendering on 2D screen.
There are 3D screens, but it fails to convince the public, but 3D screen headset doesn’t (aka VR headset).
3D screen can be achieved with multiple ways, anaglyph (cinema 3D), polarization (3D TV), stereoscopy (VR headset).
So here’s my idea for UE4 games, adding a stereoscopic camera in, I am not saying adding VR motion trackers (VR input device) support, like knuckles or headset tracker or body tracker, only use the actual traditional input device such as keyboard, mouse.
But if you want to include VR controllers, I would like to say, just wait, wait that Microsoft include VR device input support in their API, like keyboard/mouse support in WinAPI or .NET.
But, why implement this solution without VR motion tracker you would say, my solution is comparable to 3D cinema or 3D TV.
Btw, since VR headset is just an additional screen, like your PC screen, you will be able to view this stereoscopy with your VR headset.
Else you can create an Arduino input device with an MPU and use Unreal-Arduino capability to use your device in your game.
So here’s the steps to do that:
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Create two “Render Target” textures
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Create two cameras (Scene Capture Component 2D)
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Link the cameras with the textures created (in camera settings)
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Attach the cameras on your character with an offset of the IPD you chosen
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Create two Images and put them on your HUD side by side and in the settings of the images, attach the textures created to the HUD’s images and you are ready to go.
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Wrap the both images with horizontal box, Fill it with anchor them as full screen.
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And enjoy your VR view: