Unreal Engine 5 VR Game Development Blueprint: A Complete Guide to Building Optimized, Cross-Platform Virtual Reality Games Using OpenXR, Blueprints, and C++.

Author:   Warren Calkins
Publisher:   Independently Published
ISBN:  

9798279276554


Pages:   256
Publication Date:   21 December 2025
Format:   Paperback
Availability:   Available To Order   Availability explained
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Unreal Engine 5 VR Game Development Blueprint: A Complete Guide to Building Optimized, Cross-Platform Virtual Reality Games Using OpenXR, Blueprints, and C++.


Overview

Are you ready to build VR games that actually perform smooth frame rates, comfortable locomotion, and deployable builds across today's leading headsets? Many developers start strong with Unreal Engine 5, only to hit walls when real-world VR constraints appear: performance drops, input complexity, platform differences, and packaging issues. This book is written for developers who want to move past experiments and ship professional-quality VR experiences. Unreal Engine 5 VR Game Development Blueprint delivers a practical, systems-focused approach to building optimized, cross-platform virtual reality games using UE5, OpenXR, Blueprints, and C++. Instead of abstract theory, the book shows how real VR projects are structured, optimized, tested, and shipped across PCVR and standalone devices such as Quest and Pico. You learn how Unreal Engine 5's modern features-Nanite, Lumen, Enhanced Input, modular C++ systems, and XR tooling-fit together in production-ready workflows. This book is designed to help you build VR the way professional studios do, with performance, comfort, and maintainability as first-class concerns. By the end of this book, you will be able to: Design VR player systems including locomotion, teleportation, hand tracking, and interaction mechanics Build physics-based grab, throw, UI, and two-handed interaction systems using Blueprints and C++ Structure Unreal Engine 5 VR projects for scalability, clarity, and long-term development Optimize VR performance with profiling tools, memory management, draw-call reduction, and device-specific constraints Implement haptics, spatial audio, animation IK, and player feedback systems that feel responsive and grounded Package, test, and deploy VR applications for SteamVR, Windows MR, Quest, Pico, and Android XR Prepare projects for store submission, updates, post-launch support, and real-world playtesting Whether you are a game developer transitioning into VR, an Unreal Engine user targeting XR platforms, or a studio engineer focused on performance-critical systems, this book provides a clear, professional path from setup to release. If you want to build serious VR games with Unreal Engine 5 not demos, not prototypes, but shippable products, this blueprint gives you the structure, workflows, and confidence to do it. Start building today.

Full Product Details

Author:   Warren Calkins
Publisher:   Independently Published
Imprint:   Independently Published
Dimensions:   Width: 17.80cm , Height: 1.40cm , Length: 25.40cm
Weight:   0.449kg
ISBN:  

9798279276554


Pages:   256
Publication Date:   21 December 2025
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   Available To Order   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

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