Training Livestream - Getting Started With VR - April 25 - Live from Epic HQ

Zak Parrish is back on the livestream with even more info on getting started with you UE4 project! This time he’s talking about getting started with VR based on Andrew Hurley’s ECGC talk, with extra commentary, examples and a live Q&A at the end! With all of these tools, updates and console commands to learn about, even virtual veterans can pick up some new tricks.

Tuesday, April 25th @ 2:00PM ET Countdown]


Zak Parrish - Sr. Developer Relations Tech Artist - @ZakParrish](
Alexander Paschall - Community Manager - @UnrealAlexander](

Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer everyone’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!

UPDATE! Andrew Hurley is sick, but luckily Zak Parrish was free to take his place!


Download the Powerpoint

Links from the presentation (upon review, we discovered some were broken and those have been removed):

**2015 UE4 - VR and Unreal Engine
Making Bullet Train and Going off the Rails in VR
VR Bow and Arrow Tutorial w/ Ryan Brucks
Sam and Wes’ VR Stream: Cameras, Multiplayer, Tips and Tricks!
Creating Interactions in VR with Motion Controllers 1-3
Setting Up VR Motion Controllers
VR Networking and 3D Menus
Up and Running with Gear VR
Developing for VR
Integrating the Oculus Rift into UE4
**UE4 VR - Niklas Smedberg
Going Off The Rails: The Making of Bullet Train
Tom Looman’s Getting Started with VR in Unreal Engine 4
**Starting Out:
**Oculus Quick Starts
SteamVR Quick Start
Google VR Quick Start
Gear VR Quick Starts
VR Platforms:
Samsung Gear VR Development
Google VR Development
Oculus Rift Development
SteamVR Development
VR Topics:
VR Cheat Sheets
VR Best Practices
Motion Controller Component Setup
VR Camera Refactor
VR Editor Starting Out:
Activating VR Mode
VR Editor Guides:
Setting Up VR Editor from GitHub
Navigating the World in VR Mode
Working with Actors in VR Mode
VR Editor Reference:
VR Editor Controls
Quick Select Menu
Radial Menu
Transforming Actors in VR
Editor Windows in VR Mode

This is great! looking forward to it. I really need some tips about creating VR games especially about performance and the assets used in these experiences.

We will be there !

Awesome! Does anyone know if they archive these live streams?

Yes, they do. You can re-watch them on Twitch, or you can wait a few days for them to be posted on Youtube.


  1. What are some “best practices” when dealing with particle systems?
  2. How do you go about setting up a “True First Person” character that can be used in VR, 1st person, or 3rd person
  3. How should we go about “detecting” various HMD’s and accessories (Vive Controllers, Oculus Touch, Xbox controller, Move controllers)
  4. For dialogue events, what seems to be the best way to use subtitles?
  5. How do we go about setting up world units / scale to account for the player sitting down (playing with a controller) or standing up (playing with motion controllers)?
  6. Since I’m working with old hardware, is it fine yet to add locomotion to characters (standing up with MC’s), or is teleportation still the way to go?
  7. Detect if HMD is being worn?
  8. More of a curiosity, but how would one “start” the game with computer vision of the real world, then do some hand motion (a swipe?) that swipes in the game environment while swiping away the real world environment… and vice versa?

Thanks for the questions! We like getting a lot beforehand so we can make sure our content covers as much as possible.

Looking forward to the live stream. My questions are:

  1. What are the challenges faced when networking in VR compared to desktop FPS? Do you have tips to overcome those challenges?
  2. How can we go about adding bi-naural sounds in VR?
  3. How can one play 360 videos in an Unreal Game?
  • does this stuff work with Google Cardboard and similar or only with things like occulus, vive … etc ?

We are trying to build a VR Multiplayer game, and our solution for replication of the Pawn is RepNotify for WorldTransform on EventTick.
This is a very unreliable way to replicate because it’s depending on your network “how much it will lag”, so our questions is:

  1. Is there a better way to replicate the Pawn and MotionControllers?
  2. Are you planning on doing replication for MotionControllers like CharacterMovementComponent?

Maybe an example of simple interaction with a lever?

Can you use the PSVR, without a dev kit, in a UE4 VR project? I don’t want to have to buy more hardware if I don’t have to.

Hi, how can I create a shadow of the colossus’ climbing system? There is nothing covering this subject on the internet.

Is there a new VR pawn in development ?
Because actually walking in real life don’t move the player character.

Archive is now up :smiley: