Learn how to make a fighting game in unreal 4

This exciting. I was just discussing on another forum that since Tekken 7 was announced as being built using UE4 I’d love to see VR support as well. Though that’s a long shot, but then I decided I’d at least like to see a proof of concept for a VR fighting game with a traditional viewpoint and game mechanics. A quick search for "UE4 fighting game tutorial brought me to this.

I’ve tried hundreds of VR demos and games in the past year since I picked up my DK1. My favorite game is Tekken, though, so I’ve thought a lot about how the view in VR could be made comfortable and actually work. There are a few issues that I’ve been considering, some of which you’ve just touched on.

First: the players ability to move their head around should not be restricted. This causes simulation sickness. If the player wants to turn their head away from the action, their consequence should be getting hit if they look away.

  1. The camera/player viewpoint should not be locked to a stationary position, like a spectator in the crowd. The camera should pan and move around the way it normally does in a fighting game, always giving you the best view of the action. This would possibly cause some unease, which I’ll address in one of my next few points.

  2. When you look down in VR you need to see a body. It’s very uncomfortable feeling like you’re just a floating disembodied head. Sure, the spectator idea would solve that, but then you wouldn’t get the best view of the action a mobile camera could offer. An idea I thought up would be to have the player’s virtual body sitting in a meditation position, maybe floating on a cloud or small platform. A simple story mechanic could stem from this where the fighters are under mind control from these floating avatars. Maybe hide the avatar from the opposing player, so that you don’t have to worry about two independent cameras. Both players get the same view.

4: As for performance and frame rate, Oculus has bublished a VR best practices guide covering these issues. In their research, VR requires at a minimum 60fps. From my experience playing the vast amount of demos available this is correct. A dip to 30fps isn’t earth shattering, but anything below 30fps can make you feel sick. You still would not want to lock the player’s ability to move their head to try to keep performance up. Palmer Lucky and many devs regularly visit Reddit - Dive into anything discussing performance and UE4 specific optimizations. When I have MRE time I’ll find those discussions and further info and post here.

I would love to help with this if I can but I don’t really have any technical expertise. I do have a DK1 and will have the DK2 as well as a controller and a fight stick, so I look forward to being able to test the current build and future builds to give any thoughts I can offer.