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  • replied
    Hello
    I have a problem with making build for arm64-v8a.
    When i checked the Thirdparty folder (\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\lib\Android), there is only libraries for "armeabi-v7a"
    My question is: is there are support for arm64-v8a and if yes what should i do to make it work?

    Leave a comment:


  • replied
    What error did you get while compiling ?

    Originally posted by knotFF View Post
    Hello again.
    Trouble with iOS resolution <> rebuild plugin.

    So I was doing some work/proposal with the plug-in today. I generated new NFT files, tested using my mac and everything was super fine and good.
    Then I installed on my test phone (iPhone SE) and I don't get the same snappy result. In fact I have to point the camera for seconds before I get any result.

    So I am assuming the resolution of the camera has something to do with it.
    Then I followed the steps to increase the resolution on iOS devices. WELL, when I change the setting from "cif" to whatever other options (720p, 1080p, medium), the builds fail. Then when I re-open the project, it asks me to rebuild the dylib and that fails as well, it tells me to "rebuild manually". So I do that, but that fails too.

    Do you think just lowering the generation resolution of the NFT (genTextData) would also help, since the camera resolution is lower?
    Last edited by AdamHorvath; 04-17-2018, 12:51 PM.

    Leave a comment:


  • replied
    Also do you know why shadow disappear when I rotate the model?
    It seems to work fine when I replace the motorcycle mode with the box, but when I try to replicate the same thing on the Basic Scene I get the shadows fading in/out and the "floor" (Cube) darkens the camera feed.

    https://www.dropbox.com/s/lnsk1yg95u....TRIM.MOV?dl=0

    Leave a comment:


  • replied
    Hello again.
    Trouble with iOS resolution <> rebuild plugin.

    So I was doing some work/proposal with the plug-in today. I generated new NFT files, tested using my mac and everything was super fine and good.
    Then I installed on my test phone (iPhone SE) and I don't get the same snappy result. In fact I have to point the camera for seconds before I get any result.

    So I am assuming the resolution of the camera has something to do with it.
    Then I followed the steps to increase the resolution on iOS devices. WELL, when I change the setting from "cif" to whatever other options (720p, 1080p, medium), the builds fail. Then when I re-open the project, it asks me to rebuild the dylib and that fails as well, it tells me to "rebuild manually". So I do that, but that fails too.

    Do you think just lowering the generation resolution of the NFT (genTextData) would also help, since the camera resolution is lower?

    Leave a comment:


  • replied
    1. Test devices must be in developer mode, because the installer script is using ADB which requires USB debugging on android. In case you want to test it without developer mode you need to upload the app to the play store and install from there.

    2. One of my test device is a J5, and did not experience crashes on it.

    To find the reason of the crash you can access the output of your device. Open a command prompt and run the following, while your device is connected via usb

    adb logcat -s UE4 -s CrashAnrDetector

    Run the app. You will se the output log in the command prompt.







    Originally posted by ETerNia View Post
    Hi, Adam.
    i am using Full Version, commercial ver.

    1. project works fine on viewport preview.
    and then i tried to package project for android, it works fine by installing with batch file which is generated by ue4 on my developer mobile.
    but that means only android system with developer mode turned on is working.
    i tried many different phones without developer mode, always gives me the result with webcam init error on any different mobile
    (.apk packed with .obb and without .obb tried both)
    (i tried packing win version, and still it gives me webcam init error)

    2. also some of phone are just crashing. lg G5 and samsung J5, J7 they are at least android 6.0

    do you know why its happening? any idea?
    thx

    --- added ---

    i just tested again with new project and copy paste provided SampleProject files to new project
    then packed without change any of assets

    still it crashes in G5, samsung J5, J7
    i used 4.19.0
    c++ project, empty
    mobile, scale 2D,3D, no start contents

    crash message "Unfortunately, [TestProject, project name] has stopped"

    --- added(2) ---

    i solved problem (1) it was the problem of obb folder location,

    "
    In SampleProject\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\ARToolkitPlugin_APL.xml locate this line:

    String obbPath = Environment.getExternalStorageDirectory() + "/obb/";

    Change it to:

    String obbPath = Environment.getExternalStorageDirectory() + "/Android/obb/";
    "

    but still doesnt work for windows and crashing problem is there.
    Last edited by AdamHorvath; 04-11-2018, 04:35 AM.

    Leave a comment:


  • replied
    Hi, Adam.
    i am using Full Version, commercial ver.

    1. project works fine on viewport preview.
    and then i tried to package project for android, it works fine by installing with batch file which is generated by ue4 on my developer mobile.
    but that means only android system with developer mode turned on is working.
    i tried many different phones without developer mode, always gives me the result with webcam init error on any different mobile
    (.apk packed with .obb and without .obb tried both)
    (i tried packing win version, and still it gives me webcam init error)

    2. also some of phone are just crashing. lg G5 and samsung J5, J7 they are at least android 6.0

    do you know why its happening? any idea?
    thx

    --- added ---

    i just tested again with new project and copy paste provided SampleProject files to new project
    then packed without change any of assets

    still it crashes in G5, samsung J5, J7
    i used 4.19.0
    c++ project, empty
    mobile, scale 2D,3D, no start contents

    crash message "Unfortunately, [TestProject, project name] has stopped"

    --- added(2) ---

    i solved problem (1) it was the problem of obb folder location,

    "
    In SampleProject\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\ARToolkitPlugin_APL.xml locate this line:

    String obbPath = Environment.getExternalStorageDirectory() + "/obb/";

    Change it to:

    String obbPath = Environment.getExternalStorageDirectory() + "/Android/obb/";
    "

    but still doesnt work for windows and crashing problem is there.
    Last edited by ETerNia; 04-11-2018, 03:14 AM.

    Leave a comment:


  • replied
    You can use your own images for tracking.

    Originally posted by gravitstudio View Post

    Great Adam! if I change your marker image with my specifit image? what can I do?

    Leave a comment:


  • replied
    Originally posted by AdamHorvath View Post
    Hi,

    I've uploaded a very early binary version of the upcoming AR plugin with a sample project.
    Currently it works only in the UE editor (on Windows), and all of it's features can be used with blueprints. No C++ coding required!

    I've tried to keep everything as simple as possible.

    Opinions / suggestion are welcomed!

    How to test ?
    ===========


    1. Download the file on the link below and unzip it's contents to your UE4 project directory.
    http://get.fitnect.hu/download.php?f=tools/ARSample.zip

    2. Print the markers located in ARSample\Plugins\ARToolkitPlugin\Binaries\Win64\Data\pdf

    - There are 4 markers here: Kanji , Hiro, Sample 1, Sample 2. (Print at least Hiro, to get started!)
    - Make sure to print them in their original size, and there should be a white border around the marker.

    3. Run Epic Games launcher, and install Unreal Engine 4.9.2

    4. In Epic Games launcher open ARSample project

    5. Connect your webcam, and press the play button inside the editor!

    6. Video stream should appear, move the markers (Hiro / Kanji) in front of the camera

    7. Default unreal 3D chairs should appear on the screen.

    More info about marker tracking can be found on the following link:
    http://artoolkit.org/documentation/d...g:marker_about


    There are two main blueprints in the example:

    ARToolkitBase blueprint
    ===================


    - Default webcam init (640x480 default resolution)
    - Initializes the video stream and creates a dynamic texture based on the baseFeed material
    - Loading markers (Marker list can be edited in the Markers enumeration - Content browser: Contents/ARToolkit/Blueprints/Markers
    - Cleaning up at the end.

    Level blueprint
    ===================


    - Transformation of the "chairs" based on marker positions / rotations.

    CubeHiro, CubeKanji
    ===================


    - Simple static meshes - Feel free to change them!


    Cheers,
    Adam
    Great Adam! if I change your marker image with my specifit image? what can I do?

    Leave a comment:


  • replied
    Hey guys,

    I'm wondering if anybody can explain the difference between 'moving the object' and 'moving the camera' is one more stable for tracking?

    I need to see a static scene on a table. My plan was to have a marker in each corner of the table which adds a unique offset to the 3d scene, to always make sure its positioned in the middle of the table...

    However, from testing this set up its more apparent that not having the model directly on top of the marker and instead offsetting it from the corner of the table makes the tracking stability worse.

    Is there anyway to strengthen the set up between markers? I'm not really sure what kind of maths is required in the blueprints to make error correction between markers.

    Any recommendations would be appreciated.

    Thanks

    Leave a comment:


  • replied
    Yes. It works with 4.19 out of the box.

    If you want to make it work on 4.18 you need to replace it with Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs from the previous version.


    Originally posted by Shunxu View Post
    Hey Adam, v11 is not working with UNREAL 4.18, visual studio 2015. This is the error message I get


    Code:
    An error occurred while trying to generate project files.
    
    Running C:/Program Files/Epic Games/UE_4.18/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/shunx/Documents/Unreal Projects/ARDnD/ARDnD.uproject" -game -rocket -progress
    Discovering modules, targets and source code for project...
    While compiling C:\Users\shunx\Documents\Unreal Projects\ARDnD\Intermediate\Build\BuildRules\ARDnDModuleRules.dll:
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(110,13) : error CS1502: The best overloaded method match for 'System.Collections.Generic.List<UnrealBuildTool.ModuleRules.RuntimeDependency>.Add(UnrealBuildTool.ModuleRules.RuntimeDependency)' has some invalid arguments
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(110,37) : error CS1503: Argument 1: cannot convert from 'string' to 'UnrealBuildTool.ModuleRules.RuntimeDependency'
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(111,13) : error CS1502: The best overloaded method match for 'System.Collections.Generic.List<UnrealBuildTool.ModuleRules.RuntimeDependency>.Add(UnrealBuildTool.ModuleRules.RuntimeDependency)' has some invalid arguments
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(111,37) : error CS1503: Argument 1: cannot convert from 'string' to 'UnrealBuildTool.ModuleRules.RuntimeDependency'
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(112,13) : error CS1502: The best overloaded method match for 'System.Collections.Generic.List<UnrealBuildTool.ModuleRules.RuntimeDependency>.Add(UnrealBuildTool.ModuleRules.RuntimeDependency)' has some invalid arguments
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(112,37) : error CS1503: Argument 1: cannot convert from 'string' to 'UnrealBuildTool.ModuleRules.RuntimeDependency'
    ERROR: UnrealBuildTool Exception: Unable to compile source files.
    Took 0.000170 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)

    Leave a comment:


  • replied
    Hey Adam, v11 is not working with UNREAL 4.18, visual studio 2015. This is the error message I get


    Code:
    An error occurred while trying to generate project files.
    
    Running C:/Program Files/Epic Games/UE_4.18/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="C:/Users/shunx/Documents/Unreal Projects/ARDnD/ARDnD.uproject" -game -rocket -progress
    Discovering modules, targets and source code for project...
    While compiling C:\Users\shunx\Documents\Unreal Projects\ARDnD\Intermediate\Build\BuildRules\ARDnDModuleRules.dll:
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(110,13) : error CS1502: The best overloaded method match for 'System.Collections.Generic.List<UnrealBuildTool.ModuleRules.RuntimeDependency>.Add(UnrealBuildTool.ModuleRules.RuntimeDependency)' has some invalid arguments
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(110,37) : error CS1503: Argument 1: cannot convert from 'string' to 'UnrealBuildTool.ModuleRules.RuntimeDependency'
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(111,13) : error CS1502: The best overloaded method match for 'System.Collections.Generic.List<UnrealBuildTool.ModuleRules.RuntimeDependency>.Add(UnrealBuildTool.ModuleRules.RuntimeDependency)' has some invalid arguments
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(111,37) : error CS1503: Argument 1: cannot convert from 'string' to 'UnrealBuildTool.ModuleRules.RuntimeDependency'
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(112,13) : error CS1502: The best overloaded method match for 'System.Collections.Generic.List<UnrealBuildTool.ModuleRules.RuntimeDependency>.Add(UnrealBuildTool.ModuleRules.RuntimeDependency)' has some invalid arguments
    ERROR: c:\Users\shunx\Documents\Unreal Projects\ARDnD\Plugins\ARToolkitPlugin\Source\ThirdParty\ARToolkit\ARToolkit.Build.cs(112,37) : error CS1503: Argument 1: cannot convert from 'string' to 'UnrealBuildTool.ModuleRules.RuntimeDependency'
    ERROR: UnrealBuildTool Exception: Unable to compile source files.
    Took 0.000170 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)

    Leave a comment:


  • replied
    ahaaa thanks Adam, thats a very good way. I tried to do it in a different (wrong ) way.This will work for sure!

    Leave a comment:


  • replied
    Hello,

    In the Advanced sample project, open the level blueprint and in the tick function you will find all the GetMarker nodes. Each GetMarker node has a visibility pin. If the marker is tracked the visbility is true.

    You can use this value with a branch node to hide / unhide the menu widget. (SetVisibility) In case you have more than one GetMarker nodes at the beginning of the tick function set a variable to false and only set it true if any of the GetMarker nodes visbility is true, then test against this variable.




    Originally posted by wontonanimalchin View Post
    Hi everything works really great, i love this plugin I am struggling right now a bit with the display of a widget while a marker is detected. If i add a widget to the viewport in the levelBP when a marker is detected, then the widget displays perfectly. But i havent found the right spot in that BP to remove this widget once the marker is gone. I tried allready so many places, but the widget never goes away! anyone a suggestion?

    Leave a comment:


  • replied
    Hi everything works really great, i love this plugin I am struggling right now a bit with the display of a widget while a marker is detected. If i add a widget to the viewport in the levelBP when a marker is detected, then the widget displays perfectly. But i havent found the right spot in that BP to remove this widget once the marker is gone. I tried allready so many places, but the widget never goes away! anyone a suggestion?

    Leave a comment:


  • replied
    Ok Excellent, thank you very much.

    Also, have you seen any examples of SLAM being used in cooperation with your marker tracking?

    Leave a comment:

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