This is a VR template development diary that aims to replicate the best implemented VR mechanics of Half-Life: Alyx.
Moving from a flat monitor to VR's three dimensional world requires us to rethink how we design our UI and UX, now considering the importance of the z axis. It's also fun to arrange panels like breadcrumbs to guide users along chosen paths.
In this one, fully modular menu components(submenus) added. Their positions are based on the anchor points in the actor blueprint and changes as the player navigates through the menu.
I'm lazy so I wont add some of the functionality, but there is still some work that needs to be done.