Announcement

Collapse
No announcement yet.

Augmented Reality for UE4

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by guo13080319157 View Post
    Hi,
    I've bought your plugin with PERSONAL license. But when I lanch on my iPhone. It gives some error and won't let me lanch. I'm using UE4.11.1 and Xcode7.3 on Mac OS X10.11.1, my iOS version is 9.3
    [ATTACH=CONFIG]91890[/ATTACH]
    I have the same issue with ios builds. This error did not occur with previous release v1.4 of the plugin using unreal 4.10.4 while launching to an ios device.

    Comment


      Originally posted by guo13080319157 View Post
      Hi,
      I've bought your plugin with PERSONAL license. But when I lanch on my iPhone. It gives some error and won't let me lanch. I'm using UE4.11.1 and Xcode7.3 on Mac OS X10.11.1, my iOS version is 9.3
      [ATTACH=CONFIG]91890[/ATTACH]
      Just ignore the error message at the end for now. It compiles, and the upload to the device is also successful. You can run the application on the phone manually.
      AR plugin for UE4
      AR Virtual Mirror plugin for UE4
      Red Alert 2 VR remake
      Armed Island VR RTS

      Comment


        Hi Adam,

        I want to purchase your plugin, commercial license($249),and can i see your all C++ code and change
        anything? Or something i can't see or change.

        thank you.

        Comment


          Originally posted by s25796 View Post
          Hi Adam,

          I want to purchase your plugin, commercial license($249),and can i see your all C++ code and change
          anything? Or something i can't see or change.

          thank you.
          Hi,

          Yes! It's open sourced, you can see and change anything!
          AR plugin for UE4
          AR Virtual Mirror plugin for UE4
          Red Alert 2 VR remake
          Armed Island VR RTS

          Comment


            Appreciate all your hard work on this.
            Desperate to move away from Unity and Viewforia

            Purchased the commercial version.
            Sadly it does not work with Logitech c920 (this is an ARToolkit issue)

            Are there any more tutorials other than those listed here (searched google cant find any)
            With my limited knowledge of unreal I can do nothing but run the sample scenes.
            Any changes I make to use my own assets breaks the project

            Comment


              Hi! I'm interested in the AR Plugin you have, mostly for mobiles. The problem is, I tested the AR Android Demo on a Nexus 5X and an Alcatel and on both devices the UI shows up, but the screen is white and it deson't detect my marker. Can you please tell me what to do, or what's the problem ?

              Thanks,
              Mihai
              Mihai Adrian Nicula
              3D Artist / Interactive ArchViz
              Tegmark
              Bucharest, Romania

              Comment


                Originally posted by k21n View Post
                Hi! I'm interested in the AR Plugin you have, mostly for mobiles. The problem is, I tested the AR Android Demo on a Nexus 5X and an Alcatel and on both devices the UI shows up, but the screen is white and it deson't detect my marker. Can you please tell me what to do, or what's the problem ?

                Thanks,
                Mihai
                Did you install it with the included .bat file. Maybe it did not install the .obb file.
                AR plugin for UE4
                AR Virtual Mirror plugin for UE4
                Red Alert 2 VR remake
                Armed Island VR RTS

                Comment


                  Originally posted by sanjiro View Post
                  Appreciate all your hard work on this.
                  Desperate to move away from Unity and Viewforia

                  Purchased the commercial version.
                  Sadly it does not work with Logitech c920 (this is an ARToolkit issue)

                  Are there any more tutorials other than those listed here (searched google cant find any)
                  With my limited knowledge of unreal I can do nothing but run the sample scenes.
                  Any changes I make to use my own assets breaks the project
                  Check out this tutorial:
                  http://safefromrobots.com/?p=149

                  It's about setting up an AR project from scratch!

                  Regarding your c920 webcam, do you get any error message ? ( I am using a c910 and works perfectly.)
                  AR plugin for UE4
                  AR Virtual Mirror plugin for UE4
                  Red Alert 2 VR remake
                  Armed Island VR RTS

                  Comment


                    Originally posted by AdamHorvath View Post
                    Did you install it with the included .bat file. Maybe it did not install the .obb file.
                    Sorry, i did manual. It doesn't recognise none of my devices when i try to install via the .bat file can you point me out on how to solve this ? My pc recongnises the devices, usb drivers installed but when i run the .bat file it says " waiting for device "
                    Mihai Adrian Nicula
                    3D Artist / Interactive ArchViz
                    Tegmark
                    Bucharest, Romania

                    Comment


                      Thanks for the response

                      I have seen that tutorial and followed the steps with little success
                      Its ok, this is my issue as I have never used unreal before (but like what I have seen)
                      Was just hoping for a more end to end tutorial (set up like this, change this, add your stuff and BOOM)

                      I will work it out.

                      As for the c920 issue, I may well be wrong but I can make it work with other cams and on my Wacom cintique companion (although cant change it to use the back facing camera)
                      Win 10 x64 on several PCs, cam works fine for other applications including viewforia

                      the error is as follows

                      "MachineId:5C4F276A49534637A2453396F6798BE0
                      EpicAccountId:8ca40050d3474faeb3ae8ee9626ba110

                      Assertion failed: IsInRenderingThread() [File:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 40]



                      UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
                      UE4Editor_RenderCore!FRenderResource::ReleaseResource() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\rendercore\private\renderresource.cpp:41]
                      UE4Editor_Paper2D!`dynamic atexit destructor for 'GDummyMaterialSpriteVertexBuffer''()
                      ucrtbase
                      ucrtbase
                      ucrtbase
                      UE4Editor_Paper2D!dllmain_crt_process_detach() [f:\dd\vctools\crt\vcstartup\src\startup\dll_dllmain.cpp:109]
                      UE4Editor_Paper2D!dllmain_dispatch() [f:\dd\vctools\crt\vcstartup\src\startup\dll_dllmain.cpp:209]
                      ntdll
                      ntdll
                      ntdll
                      kernel32
                      msvcr120
                      ARvideo
                      ARvideo
                      ARvideo
                      UE4Editor_ARToolkitPlugin!FARToolkitDevice::Init() [w:\work\ispt\100 st georges tce\development\unreal\enex100 ar v01\enex100_arv02\plugins\artoolkitplugin\source\artoolkitplugin\private\artoolkitdevice.cpp:422]
                      UE4Editor_ARToolkitPlugin!UARToolkitComponent::execInit() [w:\work\ispt\100 st georges tce\development\unreal\enex100 ar v01\enex100_arv02\plugins\artoolkitplugin\source\artoolkitplugin\public\artoolkitcomponent.h:14]
                      UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\class.cpp:4482]
                      UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:562]
                      UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1916]
                      UE4Editor_CoreUObject!UObject::execLetBool() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1831]
                      UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:781]
                      UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\class.cpp:4482]
                      UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1150]
                      UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\actor.cpp:631]
                      UE4Editor_Engine!AActor::BeginPlay() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\actor.cpp:2927]
                      UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\worldsettings.cpp:148]
                      UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gamemode.cpp:623]
                      UE4Editor_Engine!AGameMode::SetMatchState() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gamemode.cpp:739]
                      UE4Editor_Engine!AGameMode::StartMatch() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gamemode.cpp:600]
                      UE4Editor_Engine!UWorld::BeginPlay() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\world.cpp:3159]
                      UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gameinstance.cpp:285]
                      UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\playlevel.cpp:3078]
                      UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\playlevel.cpp:2326]
                      UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\playlevel.cpp:1101]
                      UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:1251]
                      UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
                      UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2644]
                      UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
                      UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
                      UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
                      UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
                      kernel32
                      ntdll


                      P.S. I am an artist not a programmer so fully expect this to be my own ignorance and or stupidity.

                      UPDATE

                      Sorted out MY issues with unreal and now able to make things work as needed. (thanks again for making this and putting in the hard yards)

                      Remaining issues are...
                      c920 not working with unreal (it works with all the ARToolkit tools) crash is as shown above.
                      Surface pro 4 and Wacom cintiqu companion both using the front facing camera (looking a the user) I cant find out how to change this.

                      UPDATE
                      I have identified the libARvideo.a from ARToolkit as the culprit, apparently it needs variables set to know what camera to use but to be honest... i have no idea what to pass to the environment variable.
                      Would be cool if this could be done in unreal (maybe it already can but i can not find any mention of it so far)
                      More reading to do.

                      UPDATE
                      Found the place where i set the variable to change camera devNum in init blueprint

                      UPDATE
                      Sorted out the c920 issue... sort of
                      It has to be set to the right colour space or it crashes (in the c920s case that is rgb24)
                      Now I just have to find a way to set the resolution and colour space within the app so i dont have to do it every time it runs
                      Last edited by sanjiro; 05-10-2016, 09:02 PM.

                      Comment


                        Hi Adam,

                        When trying to package for Android I get the following error:

                        ERROR: UBT ERROR: Failed to produce item: /Users/.../Documents/Unreal Projects/.../Plugins/ARToolkitPlugin/Binaries/Android/UE4-ARToolkitPlugin-armv7-es2.a

                        Any idea?

                        Comment


                          New version of the AR plugin is available to download!

                          AR Plugin V1.5

                          – Multiple NFT tracking (simultaneous)
                          – 2D barcode MATRIX markers 3×3 (0-63)
                          – Camera positions and rotations are exposed for each markers
                          – Primary marker, CameraRotation / CameraPosition nodes are no longer available. (instead use CameraRotation / CameraPosition properties of individual markers)
                          – Portrait mode for mobile devices (iOS – Landscape left, Portrait / Android – Landscape, Portrait)
                          – New camera field of view adjustment blueprint for portrait mode.
                          – Updated video materials for portrait mode
                          – Works with Unreal Engine 4.10, and 4.11 (4.9 version is no longer supported)

                          Get the plugin from the link below:
                          http://www.unreal4ar.com
                          AR plugin for UE4
                          AR Virtual Mirror plugin for UE4
                          Red Alert 2 VR remake
                          Armed Island VR RTS

                          Comment


                            Originally posted by sanjiro View Post
                            Thanks for the response

                            UPDATE
                            Sorted out the c920 issue... sort of
                            It has to be set to the right colour space or it crashes (in the c920s case that is rgb24)
                            Now I just have to find a way to set the resolution and colour space within the app so i dont have to do it every time it runs
                            So it was the color space setting ?
                            AR plugin for UE4
                            AR Virtual Mirror plugin for UE4
                            Red Alert 2 VR remake
                            Armed Island VR RTS

                            Comment


                              Originally posted by CornKrue View Post
                              Hi Adam,

                              When trying to package for Android I get the following error:

                              ERROR: UBT ERROR: Failed to produce item: /Users/.../Documents/Unreal Projects/.../Plugins/ARToolkitPlugin/Binaries/Android/UE4-ARToolkitPlugin-armv7-es2.a

                              Any idea?
                              Can you send me the full log to info@unreal4a.com ?
                              AR plugin for UE4
                              AR Virtual Mirror plugin for UE4
                              Red Alert 2 VR remake
                              Armed Island VR RTS

                              Comment


                                Originally posted by AdamHorvath View Post
                                So it was the color space setting ?
                                Yes.
                                If I dont select a color space or select the wrong one it crashes.
                                Its different on the surface pro and different again on the wacom

                                Is there some way I can set this for distribution, say an ini file or in a blueprint ?
                                At the moment I have to make the selections every time

                                Comment

                                Working...
                                X