Originally posted by mikekatseli
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Originally posted by mikekatseli View Posttrying now...
I wish there could be another way to use 3rd party plugins on mobile platforms....
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Hello Adam,
I buy the commercial licence, and follow the steps in readme.txt
I try to package project to Android ,but got error messages below.
How could I solve it?
(Android (ETC2)): UnrealBuildTool: Creating makefile for FishTankAR (game project files are newer)
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: NDK version: 19, GccVersion: 4.8
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: Compiling Native code with NDK API 'android-19'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: Performing 3 actions (4 in parallel)
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: [1/3] clang++.exe UELinkerFixupsName.h [armv7-es2]
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: [2/3] clang++.exe UELinkerFixups.cpp [armv7-es2]
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: [3/3] clang++.exe FishTankAR-armv7-es2.so
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: C:/Users/cyril_hsu/Documents/Unreal Projects/FishTankAR/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitDevice.cpp:736: error: undefined reference to 'AndroidThunkCpp_CamStop()'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: C:/Users/cyril_hsu/Documents/Unreal Projects/FishTankAR/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitDevice.cpp:175: error: undefined reference to 'FJavaWrapper::Buffer'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime/Core/Public\Android/AndroidMisc.h:96: error: undefined reference to 'FJavaWrapper::newFrame'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime/Core/Public\Android/AndroidMisc.h:96: error: undefined reference to 'FJavaWrapper::FrameWidth'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime/Core/Public\Android/AndroidMisc.h:96: error: undefined reference to 'FJavaWrapper::FrameHeight'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime/Core/Public\Android/AndroidMisc.h:96: error: undefined reference to 'FJavaWrapper::Buffer'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: C:/Users/cyril_hsu/Documents/Unreal Projects/FishTankAR/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitDevice.cpp:342: error: undefined reference to 'AndroidThunkCpp_UnpackData()'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: C:/Users/cyril_hsu/Documents/Unreal Projects/FishTankAR/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitDevice.cpp:666: error: undefined reference to 'AndroidThunkCpp_CamStart()'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: C:/NVPACK/android-ndk-r10e/sources/cxx-stl/gnu-libstdc++/4.8/include\bits/basic_string.h:249: error: undefined reference to 'FJavaWrapper::FrameHeight'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: C:/NVPACK/android-ndk-r10e/sources/cxx-stl/gnu-libstdc++/4.8/include\bits/basic_string.h:249: error: undefined reference to 'FJavaWrapper::FrameWidth'
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\cyril_hsu\Documents\Unreal Projects\FishTankAR\Binaries\Android\FishTankAR-armv7-es2.so
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: Total build time: 20.95 seconds
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Hi Adam.
I package apk file with obb, but it wont initialize camera on device.
The game doesn't copy Content/ARToolkit folder to mobile device, even thou i added Aditional non-asset folder to copy, and aditional non-asset folder to package.
Tried it on Xperia Aqua M4, Samsung Galaxy Mega and Samsung Galaxy S6 Edge.
When i copy and create folder manualy, camera resloution is 2x2 until marker is recongized.
What could be the problem?Last edited by media4marko; 03-23-2016, 05:32 AM.
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Hello Adam! Thank you for your work! Now i'm struggling to change chair on a fight scene. You wrote:
It's quite simple. Just import your skeletal mesh into UE4 , and drop into your scene. Then open the level blueprint and change the target of SetActorRotation/SetActorPosition/SetActorHiddenInGame to the SkeletalMeshActor you have just created. Change it only for one marker at the same time.
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Originally posted by AdamHorvath View PostHi 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!
Looks like 4.11 was released today. Any thoughts on when we get more advanced examples or a new update?
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Originally posted by BlizAce View Postyou must be kidding mate. Take a look at all the other Kits out there. Vuforia you pay by the user and its based of ARtoolkit. I am more than happy to pay someone for their work and he has does something no one else is offering Opensource or otherwise.
I am looking for more examples of advanced integrations. Especially iOS deployments.
For Example. Its seems multi material objects will work with the plugin if you use it on your webcam via your computer and running the plugin from unreal. However I tried deploying to an ipad and was getting asserts on multi-material static meshes. If I applied a single material to the entire mesh is works fine.. but for my case I'm attempting to do some architectural visualization which requires me to apply multiple material types to a static mesh.
I'm already a commercial purchaser of the product so I was looking for the next update.
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I am looking for more examples of advanced integrations. Especially iOS deployments.
For Example. Its seems multi material objects will work with the plugin if you use it on your webcam via your computer and running the plugin from unreal. However I tried deploying to an ipad and was getting asserts on multi-material static meshes. If I applied a single material to the entire mesh is works fine.. but for my case I'm attempting to do some architectural visualization which requires me to apply multiple material types to a static mesh.
I'm already a commercial purchaser of the product so I was looking for the next update.
I just started to work with 4.11 as it's quite new. Off course the plugin will support the new version, I am expecting to release the new version approx in 7-10 days.
Well, I am not quite sure about the multi-material question, if you could provide me an example would be great.
Are you sure the problem is related to the AR plugin ?
Can you run you scene on your iPad without using the plugin ?
Thanks,
Adam
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Originally posted by iLLogic808 View PostI'm a Little confused is this response toward me?
I am looking for more examples of advanced integrations. Especially iOS deployments.
For Example. Its seems multi material objects will work with the plugin if you use it on your webcam via your computer and running the plugin from unreal. However I tried deploying to an ipad and was getting asserts on multi-material static meshes. If I applied a single material to the entire mesh is works fine.. but for my case I'm attempting to do some architectural visualization which requires me to apply multiple material types to a static mesh.
I'm already a commercial purchaser of the product so I was looking for the next update.
Anyway Adam I have was hoping you could tell me if there is a way to update the camera and back plane to one marker that you have picked up ( Using NFT and the normal Markers at the same time tends to move my object to the NFT marker)Last edited by BlizAce; 04-04-2016, 01:19 AM.
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