Cheers Adam, sent 2 different logs, from PC and Mac, also using version 1.2 of your plugin.
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Hi, AdamHorvath
I got errors when package apk as follows, please help
-------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Android (Multi:ETC1)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\unreal\project\MyProject5\Plugins\ARToolkitPlugin\Binaries\Android\UE4-ARToolkitPlugin-armv7-es2.a
MainFrameActions: Packaging (Android (Multi:ETC1)): UnrealBuildTool: Total build time: 43.04 seconds
MainFrameActions: Packaging (Android (Multi:ETC1)): CommandUtils.Run: Run: Took 43.0933755s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Android (Multi:ETC1)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (Multi:ETC1)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (Multi:ETC1)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): E:\unreal\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject5 Android Development E:\unreal\project\MyProject5\MyProject5.uproject -remoteini="E:\unreal\project\MyProject5" -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.02.19-14.27.22.txt'
MainFrameActions: Packaging (Android (Multi:ETC1)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean
MainFrameActions: Packaging (Android (Multi:ETC1)): ForceUnity, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Android (Multi:ETC1)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Android (Multi:ETC1)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (Multi:ETC1)): at BuildCommand.Execute()
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (Multi:ETC1)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (Multi:ETC1)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Android (Multi:ETC1)): Domain_ProcessExit
MainFrameActions: Packaging (Android (Multi:ETC1)): copying UAT log files...
MainFrameActions: Packaging (Android (Multi:ETC1)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (Multi:ETC1)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
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Originally posted by laoniustudio View PostHi, AdamHorvath
I got errors when package apk as follows, please help
-------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Android (Multi:ETC1)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\unreal\project\MyProject5\Plugins\ARToolkitPlugin\Binaries\Android\UE4-ARToolkitPlugin-armv7-es2.a
MainFrameActions: Packaging (Android (Multi:ETC1)): UnrealBuildTool: Total build time: 43.04 seconds
MainFrameActions: Packaging (Android (Multi:ETC1)): CommandUtils.Run: Run: Took 43.0933755s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Android (Multi:ETC1)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (Multi:ETC1)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (Multi:ETC1)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): E:\unreal\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject5 Android Development E:\unreal\project\MyProject5\MyProject5.uproject -remoteini="E:\unreal\project\MyProject5" -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.02.19-14.27.22.txt'
MainFrameActions: Packaging (Android (Multi:ETC1)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean
MainFrameActions: Packaging (Android (Multi:ETC1)): ForceUnity, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Android (Multi:ETC1)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Android (Multi:ETC1)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (Multi:ETC1)): at BuildCommand.Execute()
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (Multi:ETC1)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (Multi:ETC1)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Android (Multi:ETC1)): Domain_ProcessExit
MainFrameActions: Packaging (Android (Multi:ETC1)): copying UAT log files...
MainFrameActions: Packaging (Android (Multi:ETC1)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (Multi:ETC1)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
I can't see too much from this log fragment, Can you please send me the full log to info@unreal4ar.com
See logfile for details: 'UnrealBuildTool-2016.02.19-14.27.22.txt'
Thanks,
Adam
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Originally posted by laoniustudio View PostAdam, just send the output log to you, thanks
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Originally posted by AdamHorvath View PostIt only looks transparent in certain lighting conditions. The shadow receiver material is a normal opaque material, but the background is an unlit material.
You need to tweak the emissive color value in the BaseFeedScreen material (opaque shadow receiver material) to look identical with BaseFeedScreenNoShadow (unlit video background material).
There is a division node between the color and the emissive parameters. Try to tweak that parameter to make it match with your light setup.
Divide with:
- Higher number -> darker look
- Lower -> lighter look
For the tweaking make the shadow receiver plane smaller so you will see it's borders better from any angles.
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Originally posted by CornKrue View PostHi Adam,
Is it possible to improve the video quality to e.g. get a 1080p resolution with an iPhone. The "Get Camera Resolution"-Call seems to not get the best available resolution.
It will be controllable from blueprint in the future.
Currently you can only change it from code.
IOS:
ARToolkitDevice.cpp
NSString *vconf = [NSString stringWithFormat : @"%@ %@ %@ %@ %@", @"-format=BGRA", @"-fliph", @"-flipv", @"-preset=cif", @"-position=rear"];
-preset parameter can be::
cif, 480p, 720p, 1080p, low, medium, high
Android:
Change values to 640 x 480.
AndroidJNI.cpp line 95
//Camera
FrameWidth = 320;
FrameHeight = 240
GameActivity.java
surfaceTexture.setDefaultBufferSize(320,240);
later on the same file....
cameraParam.setPreviewSize(320, 240);
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Originally posted by DavidRR View PostAdam - have you had a chance to look into the 2D barcodes?
Hi David,
My plan is to add this feature for the upcoming 1.5 version of the plugin. The release date will be after the final release of UE 4.11.
Thanks for you patience!
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Originally posted by DavidRR View PostThanks Adam. This works in a limited way while the shadow receiver plane is small - my emissive parameter tweak results in a very good transparency. However when the shadow receiver scale grows beyond about 10x the distant edges of the plane show up as a darker gradient and become obvious.
Yes it's limited solution because it works only under certain light conditions. (For example in the demo you can only change the angle of the shadow)
I could not find a better solution for that, unfortunately there is no matte shadow material in unreal 4.
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Originally posted by Steve_T View PostIt's an invisible plane I believe
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Originally posted by AdamHorvath View PostIt's a little tricky. There is a shadow receiver plane with a normal opaque material under the subject. It is set to be on the plane of the marker. In the background there is another plane with an unlit material They have the same screen space UV -s coordinates. You need to tweak both the materials and the light source to get the same look for both planes.
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