Portfolio, Documentation and Pitch (Aryan Raj Adhikari)
This will be a very short draft as I just document dressing up the scene with assets that can be handpicked using the VR headset.
If you load the default VR template inside the Unreal Engine, you can pretty much see that the level is baked with blueprints for VR assets. Blueprints in Unreal Engine are a very powerful scripting system that allows developers to create elements of gameplay using a node-based interface.
Figure 1 (Grabbable Blueprint)
The default VR level already comes with a grabbable blueprint with a cube primitive for its static mesh. Since the blueprint is already laid out, I didn't need to do any scripting except replace the static mesh with our choice of stylized assets.
Do keep in mind that the assets do need to have materials assigned to them before you assign them to the grabbable blueprint. For demonstration purposes, I assigned the static mesh of the stylized CRT TV and replaced it with the cube.
Figure 2 (Grabbable CRT TV)
Be very wary of the lightmap density each assets possesses. As a quick reminder, the color map for the light density should be around the green color. In the picture below, some of the debris pile have a blue color to it, which implies that I need to increase the lightmap density.
Figure 3 (Lightmap density)
You can increase the density of the lightmaps of the assets by typing "lightmap" in the asset details. Make sure to enable the 'Overridden Light Map Res' and increase the value of the density exponentially with the power of 2.
Figure 4 (Increasing lightmap density)
I also add a 'VRPawn' actor to the scene. It acts as a starting point for when we start our VR game for our character. At this point, I am just moving the camera actor around and checking whether I can find a really a good place for our VR character.
Figure 5 (Adding a VRPawn to the scene)
I am manually placing assets where I deem it fit for the scene. The aim of this theme is to make a VR level with assets from different time periods that can coexist together, and I certainly believe, that I am close to completing the level so that I could move to the most difficult phase, i.e. exporting an apk build for the Oculus Quest 2.