---
product_id: 125093223
title: "Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints"
price: "$112"
currency: NZD
in_stock: true
reviews_count: 13
url: https://www.desertcart.nz/products/125093223-unreal-engine-4-virtual-reality-projects-build-immersive-real-world
store_origin: NZ
region: New Zealand
---

# Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints

**Price:** $112
**Availability:** ✅ In Stock

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- **What is this?** Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints
- **How much does it cost?** $112 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.nz](https://www.desertcart.nz/products/125093223-unreal-engine-4-virtual-reality-projects-build-immersive-real-world)

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## Description

desertcart.com: Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints: 9781789132878: Mack, Kevin, Ruud, Robert: Books

Review: Almost Flawless. VR Crash Course for Unreal Devs. - This book right here is gold for anyone wanting to get into virtual reality development with Unreal. There is not a lot of handholding, you are expected to understand the basics of using Unreal to get the most out of the book. Rather than trying to explain programming fundamentals or UE4 basic functionality, the authors instead jump straight into actual VR development. That said, they do show how to setup your development environment at the start, but this is mostly for completeness. The book is about VR specifically, which is great because there are already tons of resources for general development that are not repeated here. Contained in the text a 11 chapters, each building upon each other for how to work with VR in the context of Unreal Engine. We learn about thinking in VR and the established concepts, setting up the dev environment, using a basic VR template and exporting for mobile VR. Navigation and moving around. Interacting with your hands. User interface considerations and solutions. Building in VR. Playing media, including 360 and stereo 3D video. Multiplayer, and more. I’d consider this quite a complete survey and I’m happy the authors stuck to VR only and did not dilute the text with general information. So overall, I’d consider this book a big success. If you’re looking to get into VR with Unreal Engine, this is the ticket. It is well explained, not confusing at all, and does cover the most essential aspects of creating for virtual reality. Mack and Ruud also spend a good amount of time explaining certain considerations you need to do with respect to VR, such as special locomotion methods to avoid sickness, as well as the performance limits of mobile VR hardware. This is an almost flawless execution and should not be missed.
Review: Fantastic book - I am about halfway through this book so far, and already it has propelled my knowledge farther than other resources. Just the thorough discussion of locomotion by itself justifies the cost of the book. The true value though is found in the way the authors take the time to explain why things are being done, not just how. A lot of books become obsolete rather quickly because UE4 changes so fast. But this book's philosophy of explaining why things are done will make it useful long after the engine version changes. It doesn't depend on outside tools, just sticks to the engine. The verdict: Give a man a fish, and you feed him for a day. Teach a man to fish, and you feed him for a lifetime.

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Best Sellers Rank | #2,015,859 in Books ( See Top 100 in Books ) #380 in C++ Programming Language #862 in Game Programming #3,201 in Video & Computer Games |
| Customer Reviews | 4.6 4.6 out of 5 stars (60) |
| Dimensions  | 7.5 x 1.43 x 9.25 inches |
| ISBN-10  | 1789132878 |
| ISBN-13  | 978-1789132878 |
| Item Weight  | 2.36 pounds |
| Language  | English |
| Print length  | 632 pages |
| Publication date  | April 30, 2019 |
| Publisher  | Packt Publishing |

## Images

![Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints - Image 1](https://m.media-amazon.com/images/I/71nGqJHBIzL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ Almost Flawless. VR Crash Course for Unreal Devs.
*by C***Y on February 6, 2021*

This book right here is gold for anyone wanting to get into virtual reality development with Unreal. There is not a lot of handholding, you are expected to understand the basics of using Unreal to get the most out of the book. Rather than trying to explain programming fundamentals or UE4 basic functionality, the authors instead jump straight into actual VR development. That said, they do show how to setup your development environment at the start, but this is mostly for completeness. The book is about VR specifically, which is great because there are already tons of resources for general development that are not repeated here. Contained in the text a 11 chapters, each building upon each other for how to work with VR in the context of Unreal Engine. We learn about thinking in VR and the established concepts, setting up the dev environment, using a basic VR template and exporting for mobile VR. Navigation and moving around. Interacting with your hands. User interface considerations and solutions. Building in VR. Playing media, including 360 and stereo 3D video. Multiplayer, and more. I’d consider this quite a complete survey and I’m happy the authors stuck to VR only and did not dilute the text with general information. So overall, I’d consider this book a big success. If you’re looking to get into VR with Unreal Engine, this is the ticket. It is well explained, not confusing at all, and does cover the most essential aspects of creating for virtual reality. Mack and Ruud also spend a good amount of time explaining certain considerations you need to do with respect to VR, such as special locomotion methods to avoid sickness, as well as the performance limits of mobile VR hardware. This is an almost flawless execution and should not be missed.

### ⭐⭐⭐⭐⭐ Fantastic book
*by J***A on June 29, 2019*

I am about halfway through this book so far, and already it has propelled my knowledge farther than other resources. Just the thorough discussion of locomotion by itself justifies the cost of the book. The true value though is found in the way the authors take the time to explain why things are being done, not just how. A lot of books become obsolete rather quickly because UE4 changes so fast. But this book's philosophy of explaining why things are done will make it useful long after the engine version changes. It doesn't depend on outside tools, just sticks to the engine. The verdict: Give a man a fish, and you feed him for a day. Teach a man to fish, and you feed him for a lifetime.

### ⭐⭐⭐⭐⭐ Clearly written, excellent book
*by J***T on August 16, 2019*

This is a great book to learn not just how, but why you do what you do. It begins to form an intuitive thinking process in the understanding of Blueprint. Hitting chapter 5, and looking forward to the upcoming studies. One issue I will tell you is this - the screen captures in the book are not always legible. Where you have red wire connections, these totally drop out in the printing process. But there is hope - on the kindle version, the screen-caps are in full color and all the wires show up perfectly. I have both paperback and kindle (Kindle is only $2.99 once you buy the book). 5 stars, please write more Unreal books guys!!!

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*Product available on Desertcart New Zealand*
*Store origin: NZ*
*Last updated: 2026-02-24*