Can you provide the Android Binaries with the free version? Or an APK to test it on Android?
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Originally posted by order66 View PostCan you provide the Android Binaries with the free version? Or an APK to test it on Android?
https://docs.google.com/uc?export=do...VVFbkZNczloZk0
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Hey I'm trying to run this plugin on iOS but am also getting the webcam init error.
Here's what I was able to get from the logs:
Code:[2016.07.04-05.19.36:109][ 0]LogWorld: Bringing up level for play took: 0.003388 [2016.07.04-05.19.36:110][ 0]LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [2016.07.04-05.19.36:124][ 0]ARToolkit: Android orientation: Landscape [2016.07.04-05.19.36:125][ 0]ARToolkit: Init started [2016.07.04-05.19.36:156][ 0]ARToolkit: Accessing iOS camera start [2016.07.04-05.19.36:839][ 0]ARToolkit: Camera ok. [2016.07.04-05.19.36:841][ 0]ARToolkit: Camera resolution (352,288) [2016.07.04-05.19.36:842][ 0]ARToolkit: Camera pixel format: 3 [2016.07.04-05.19.36:843][ 0]ARToolkit: End of iPhone camera init [2016.07.04-05.19.36:866][ 0]ARToolkit: Video texture created (352,288) [2016.07.04-05.19.36:866][ 0]ARToolkit: Param load start [2016.07.04-05.19.36:866][ 0]ARToolkit: ios full path camera data: /var/mobile/Containers/Data/Application/C1828C87-F188-4B3B-BD4D-ECD4B5BB2664/Documents/iosartest/content/artoolkit/data/camera_para.dat [2016.07.04-05.19.36:867][ 0]ARToolkit:Error: Camera parameter l
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[MENTION=35119]AdamHorvath[/MENTION]: Quick question, not sure if it has been covered already. Would it be possible to use GPS co-ordinates instead ... NO I am not making a Pokemon GO clone or anything. One of my clients, who is an architect, is looking for a system that allows him to use GPS co-ordinates to pinpoint areas with a 3D model.
Not even sure if this would be a suitable use case for this plugin.
ThanksQuinton Delpeche
Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard
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Originally posted by qdelpeche View Post[MENTION=35119]AdamHorvath[/MENTION]: Quick question, not sure if it has been covered already. Would it be possible to use GPS co-ordinates instead ... NO I am not making a Pokemon GO clone or anything. One of my clients, who is an architect, is looking for a system that allows him to use GPS co-ordinates to pinpoint areas with a 3D model.
Not even sure if this would be a suitable use case for this plugin.
Thanks
No, it's not yet supported. UNREAL4AR is only capable of tracking markers, and images.
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Originally posted by AdamHorvath View PostNo, it's not yet supported. UNREAL4AR is only capable of tracking markers, and images.Quinton Delpeche
Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard
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getting this error when trying to build apk. i have the paid personal version.
BUILD FAILED
UnrealBuildTool: C:\NVPACK\android-sdk-windows\tools\ant\build.xml:653: The following error occurred while executing this line:
UnrealBuildTool: C:\NVPACK\android-sdk-windows\tools\ant\build.xml:698: null returned: 1
UnrealBuildTool:
UnrealBuildTool: Total time: 4 seconds
UnrealBuildTool: UnrealBuildTool Exception: System.IO.FileNotFoundException: Could not find file 'C:\Users\Chris Dootmaster\Documents\Unreal Projects\Matinee\Intermediate/Android/APK/bin/Matinee-debug.apk'.
UnrealBuildTool: File name: 'C:\Users\Chris Dootmaster\Documents\Unreal Projects\Matinee\Intermediate/Android/APK/bin/Matinee-debug.apk'
UnrealBuildTool: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
UnrealBuildTool: at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
UnrealBuildTool: at UnrealBuildTool.UEDeployAndroid.MakeApk(AndroidToolChain ToolChain, String ProjectName, String ProjectDirectory, String OutputPath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bMakeSeparateApks, Boolean bIncrementalPackage, Boolean bDisallowPackagingDataInApk) in e:\UE\1\Engine\Source\Programs\UnrealBuildTool\Android\UEDeployAndroid.cs:line 1828
UnrealBuildTool: at UnrealBuildTool.UEDeployAndroid.PrepTargetForDeployment(UEBuildTarget InTarget) in e:\UE\1\Engine\Source\Programs\UnrealBuildTool\Android\UEDeployAndroid.cs:line 2061
UnrealBuildTool: at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String[] Arguments) in e:\UE\1\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1370
CommandUtils.Run: Run: Took 15.9399117s to run UnrealBuildTool.exe, ExitCode=5
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): E:\UE\1\Engine\Binaries\DotNET\UnrealBuildTool.exe Matinee Android Development -Project="C:\Users\Chris Dootmaster\Documents\Unreal Projects\Matinee\Matinee.uproject" "C:\Users\Chris Dootmaster\Documents\Unreal Projects\Matinee\Matinee.uproject" -remoteini="C:\Users\Chris Dootmaster\Documents\Unreal Projects\Matinee" -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.07.18-00.37.31.txt'
at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) in E:\UE\1\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 814
at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) in E:\UE\1\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 52
at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) in E:\UE\1\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 355
at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest) in E:\UE\1\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1443
at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in E:\UE\1\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 150
at BuildCookRun.DoBuildCookRun(ProjectParams Params) in E:\UE\1\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 211
at AutomationTool.BuildCommand.Execute() in E:\UE\1\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 28
at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in E:\UE\1\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 538
at AutomationTool.Automation.Process(String[] CommandLine) in E:\UE\1\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 509
at AutomationTool.Program.MainProc(Object Param) in E:\UE\1\Engine\Source\Programs\AutomationTool\Program.cs:line 131
at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in E:\UE\1\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
at AutomationTool.Program.Main() in E:\UE\1\Engine\Source\Programs\AutomationTool\Program.cs:line 54
ProcessManager.KillAll: Trying to kill 0 spawned processes.
Program.Main: AutomationTool exiting with ExitCode=5 (5)
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Hi,
I have buied Commercial license( http://www.unreal4ar.com/)
My webcam is logitech C920 (http://support.logitech.com/zh_hk/pr...ro-webcam-c920)
so, I would like to know how to setting HD(1920 * 1080) display in your plugin?
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[MENTION=35119]AdamHorvath[/MENTION] Hello Adam, thank you for your effort, the demo looks great! I bought a personal license of your plugin, but for the life of me, I cannot follow how to properly setup the project for your Plugin. Yes, I know there's a documentation page on your website, but it's not really comprehensive. Clicking on the tutorial link takes me to a page which refer to your documentation page. To get my project work I gotta browse through the ARToolkit documentation too. I'm stuck at adding new markers for the project though. I've downloaded ARToolkit and generated the .iset , .fset, .fset3 files from my image, but haven't got the slightest clue on what to do other than put them into the DataNFT folder and adding a value to the MarkersNFT enum BP in the editor. What do I have to do next to add them into my project?
So if I may give you a suggestion, could you please make the documentations page on your website a little bit clearer and more comprehensive. Especially for noobs like meThanks in advance.
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Originally posted by iqbalbaskara View Post[MENTION=35119]AdamHorvath[/MENTION] Hello Adam, thank you for your effort, the demo looks great! I bought a personal license of your plugin, but for the life of me, I cannot follow how to properly setup the project for your Plugin. Yes, I know there's a documentation page on your website, but it's not really comprehensive. Clicking on the tutorial link takes me to a page which refer to your documentation page. To get my project work I gotta browse through the ARToolkit documentation too. I'm stuck at adding new markers for the project though. I've downloaded ARToolkit and generated the .iset , .fset, .fset3 files from my image, but haven't got the slightest clue on what to do other than put them into the DataNFT folder and adding a value to the MarkersNFT enum BP in the editor. What do I have to do next to add them into my project?
So if I may give you a suggestion, could you please make the documentations page on your website a little bit clearer and more comprehensive. Especially for noobs like meThanks in advance.
Once you have completed the steps you described above, you can already use your marker in your project.
http://www.unreal4ar.com/get-marker-nft/
New markers should show up in the list when using "Literal Enum MarkersNFT" node.
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Originally posted by AdamHorvath View PostYou don't need to do anything else....
Once you have completed the steps you described above, you can already use your marker in your project.
http://www.unreal4ar.com/get-marker-nft/
New markers should show up in the list when using "Literal Enum MarkersNFT" node.
On another note, I'm trying to track multiple NFT markers, each will call different 3D models, once they're close enough to one another each model will be triggered to do some action. Any ideas how I could do that? Maybe you could point me somewhere to read? Once again, thanks in advanceLast edited by iqbalbaskara; 07-25-2016, 12:24 PM.
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Hey Adam, nevermind my last question, just found out how, here's a video of it: https://www.youtube.com/watch?v=QHlj...ature=youtu.be (I still need to figure out the relations between location + rotation in real world vs. in the actors though.. Anyway, thanks!
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Dear Adam,
Firstly, I would like to say WOW, your YouTube examples look amazing!
Secondly, please, please, please help!
Thirdly, I'm just new to UE4 but have enjoyed using blueprints but have no experience of C++
System:
PC
Unreal Engine 4.12.5
iPad AIR 2
UNREAL4AR plugin version: v1.5 (Personal Licence)
I've created a blank level & have successfully launched it onto my iPad. I hoped, with the purchase of your plugin, the next stage would be even easier and I would simply change your mesh example together with your pattern for mine!
Do you have an example project for the above system setup? If not could you please advise me on how to use your plugin to work with the above setup?
I can see your documentation and it states that I would need a Mac to run your sample project to my iPad but I don't have one. I was hoping to use your blueprints and simply change the details/targets for the mesh & pattern... how can I do this?
The idea was that I would print out my CV and use each page as a pattern to generate the AR on my iPad. I have an interview next Tuesday and have been creating new 3d models for my portfolio that would be viewed as AR with the help of UE4 & your plugin.
I'm desperate - are you able to help?
Regards
Robert
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