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    So is iOS supported or not? Please see my comment above! This was my main motivation for purchasing the license...

    Comment


      Originally posted by voxelot View Post
      So is iOS supported or not? Please see my comment above! This was my main motivation for purchasing the license...
      Yes, it is supported! From the docs.

      4. iOS

      You will need a Mac computer to package your code project for IOS devices!

      Setup your iOS development enviroment,
      https://docs.unrealengine.com/latest...art/index.html

      - Launch unreal engine editor (4.10, 4.11, 4.12 or later)
      - Create a new C++ code project without starter content
      - Copy all files from SampleProject directory to your new project directory
      - In UE4 editor File -> Refresh xcode project (optional)
      - Exit from unreal engine editor
      - Launch your new project from epic launcher
      - Click on rebuild missing DLLs when prompted
      - Go to edit -> project settings -> iOS and import your mobile provision and certificate files
      - Press the “Launch on iOS device” button
      AR plugin for UE4
      AR Virtual Mirror plugin for UE4
      Red Alert 2 VR remake
      Armed Island VR RTS

      Comment


        I'd just like to report that I had no capability of getting the logitech c920 to work. However I looked through the logs and found that it was loading the 'Facerig' software virtual cam. I uninstalled 'Facerig' and then uninstalled the virtual cam from device manager on windows and the sample software now works.

        So I can confirm a c920 can work and be that software like that could be the issue.

        So the ARSample can load the cam, but the ARFightScene doesn't for me. Though that could be a different issue.
        Here is the log for that.

        Code:
        [2016.08.02-13.11.57:634][  0]LogMemory: 23808K allocated in pools (with 2573K slack and 1660K waste). Efficiency 93.03%
        [2016.08.02-13.11.57:634][  0]LogMemory: Allocations 124398 Current / 1221647 Total (in 372 pools)
        [2016.08.02-13.11.57:634][  0]LogMemory: 
        [2016.08.02-13.11.57:682][  0]LogLinker:Warning: CreateImport: Failed to load Outer for resource 'WidgetTree': WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
        [2016.08.02-13.11.59:451][  0]LogModuleManager:Warning: ModuleManager: Module 'GameplayDebugger' not found - its StaticallyLinkedModuleInitializers function is null.
        [2016.08.02-13.11.59:451][  0]LogAIModule: Creating AISystem for world ARToolkitAdvanced
        [2016.08.02-13.11.59:451][  0]LogWorld: Game class is 'Mouse_GameMode_C'
        [2016.08.02-13.11.59:457][  0]LogWorld: Bringing World /Game/Maps/ARToolkitAdvanced.ARToolkitAdvanced up for play (max tick rate 0) at 2016.08.02-14.11.59
        [2016.08.02-13.11.59:459][  0]LogWorld: Bringing up level for play took: 0.007198
        [2016.08.02-13.11.59:460][  0]LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
        [2016.08.02-13.11.59:463][  0]ARToolkit: Logitech HD Pro Webcam C920
        
        [2016.08.02-13.11.59:463][  0]ARToolkit: Device path: \\?\usb#vid_046d&pid_082d&mi_00#7&2aa2d338&1&0000#{65e8773d-8f56-11d0-a3b9-00a0c9223196}\{bbefb6c7-2fc4-4139-bb8b-a58bba724083}
        
        [2016.08.02-13.11.59:463][  0]ARToolkit: Number of webcams: 1
        [2016.08.02-13.11.59:463][  0]ARToolkit: Init started
        [2016.08.02-13.11.59:482][  0]ARToolkit: Camera resolution (640,480)
        
        [2016.08.02-13.11.59:482][  0]ARToolkit: Camera pixel format: 1
        [2016.08.02-13.11.59:483][  0]ARToolkit: Video texture created (640,480)
        
        [2016.08.02-13.11.59:483][  0]ARToolkit: Param load start
        [2016.08.02-13.11.59:483][  0]ARToolkit:Error: Camera parameter load error !!
        
        [2016.08.02-13.11.59:483][  0]LogBlueprintUserMessages: [ARToolkitBaseAdvanced_91] Webcam init error!
        [2016.08.02-13.11.59:486][  0]LogInit:Display: Game Engine Initialized.
        [2016.08.02-13.11.59:687][  0]LogLoad: Full Startup: 3.77 seconds (BP compile: 0.00 seconds)
        [2016.08.02-13.11.59:707][  0]LogOcInput: Can't find Oculus library dev build: is proper Runtime installed? Version: 0.8.0.0
        [2016.08.02-13.11.59:767][  0]LogRenderer: Reallocating scene render targets to support 128x128 (Frame:1).
        [2016.08.02-13.11.59:863][  1]LogRenderer: Reallocating scene render targets to support 1600x900 (Frame:2).
        [2016.08.02-13.12.02:580][162]LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
        [2016.08.02-13.12.02:583][162]LogEngine: All Windows Closed
        [2016.08.02-13.12.02:583][162]LogWindows: FPlatformMisc::RequestExit(0)
        [2016.08.02-13.12.03:604][163]LogExit: Preparing to exit.
        Last edited by JamesR; 08-02-2016, 09:15 AM.

        Comment


          Hello,

          is it possible to perform multi marker training, like here: https://artoolkit.org/documentation/...g:marker_multi ?

          Thanks!

          Comment


            Are there plans to release a HTC compatible version? Really keen to get this working with a Vive.

            Comment


              Hi Adam

              I would like to purchase the personal license, and because it is solely for arch viz stuff, what is the limit in terms of resolution from camera feed. (assuming i will be using the high end Surface Pro and Android devices).
              Is the support for GPS feed coming in anytime soon? Approx 6month, a year?

              Thanks!

              Comment


                Hey adam, bought a commercial lisesne.

                Also wanted to ask about camera resolution, i have looked through the source files. Looks like the line:
                if (arVideoGetSize(&xsize, &ysize) < 0) return 0;
                I assume this is a openCV thing as well but ill need to do more research.
                currently it is setting the camera to low res. Is this dependent on my camera_para.dat file? These are already set up for IOS, but does that mean i can not change the res?

                Final production will be on a Ipad pro 9.7"
                Thanks.
                JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

                Comment


                  Hi,

                  I've updated the documentation, with instructions to change the mobile video resolution.

                  Check it out on the link below:
                  http://www.unreal4ar.com/mobile-video-resolutions/









                  Originally posted by Staggerlee View Post
                  Hey adam, bought a commercial lisesne.

                  Also wanted to ask about camera resolution, i have looked through the source files. Looks like the line:
                  if (arVideoGetSize(&xsize, &ysize) < 0) return 0;
                  I assume this is a openCV thing as well but ill need to do more research.
                  currently it is setting the camera to low res. Is this dependent on my camera_para.dat file? These are already set up for IOS, but does that mean i can not change the res?

                  Final production will be on a Ipad pro 9.7"
                  Thanks.
                  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
                    Yes, it is supported! From the docs.

                    4. iOS

                    You will need a Mac computer to package your code project for IOS devices!

                    Setup your iOS development enviroment,
                    https://docs.unrealengine.com/latest...art/index.html

                    - Launch unreal engine editor (4.10, 4.11, 4.12 or later)
                    - Create a new C++ code project without starter content
                    - Copy all files from SampleProject directory to your new project directory
                    - In UE4 editor File -> Refresh xcode project (optional)
                    - Exit from unreal engine editor
                    - Launch your new project from epic launcher
                    - Click on rebuild missing DLLs when prompted
                    - Go to edit -> project settings -> iOS and import your mobile provision and certificate files
                    - Press the “Launch on iOS device” button
                    Using these instructions, UE 4.12.5 and the latest commercial version of the plugin, I only get a white screen and "webcam init error" message on iPad Air 2. On the Mac itself and by packaging the app (instead of launching from the editor) everything works perfectly.

                    It seems UE 4.13 also works the same after removing a duplicate inclusion of libARVideo.
                    Last edited by timokorkalainen; 09-05-2016, 01:56 AM. Reason: Further investigation...

                    Comment


                      Originally posted by AdamHorvath View Post
                      Hi,

                      I've updated the documentation, with instructions to change the mobile video resolution.

                      Check it out on the link below:
                      http://www.unreal4ar.com/mobile-video-resolutions/
                      Howdy [MENTION=35119]AdamHorvath[/MENTION],

                      Our team purchased your UnrealAR Commercial Licence, works great in the editor - but it does not package for Android ETC2. The errors when packaging using UE 4.13-release are displayed below. It seems to involve FJavaWrapper Syntax, but our team is not specialized in this sort of thing.



                      1>------ Skipped Build: Project: ShaderCompileWorker, Configuration: Development_Program Tegra-Android ------
                      1>Project not selected to build for this solution configuration
                      2>------ Build started: Project: Sept4th, Configuration: Development_Game Tegra-Android ------
                      2> Performing full C++ include scan (building a new target)
                      2> Performing 7 actions (4 in parallel)
                      2> [1/7] clang++.exe Module.ARToolkitPlugin.cpp [armv7-es2]
                      2> [3/7] clang++.exe Module.VRGripMotionControllerPlugin.cpp [armv7-es2]
                      2> [2/7] clang++.exe VRGripMotionControllerPlugin.generated.cpp [armv7-es2]
                      2> [4/7] clang++.exe Module.SteamVR.cpp [armv7-es2]
                      2> In file included from <built-in>:358:
                      2><command line>(73,9): error : 'WITH_APEX' macro redefined [-Werror,-Wmacro-redefined]
                      2> #define WITH_APEX 1
                      2> ^
                      2> <command line>(71,9) : note: previous definition is here
                      2> #define WITH_APEX 0
                      2> ^
                      2> In file included from <built-in>:358:
                      2><command line>(73,9): error : 'WITH_APEX' macro redefined [-Werror,-Wmacro-redefined]
                      2> #define WITH_APEX 1
                      2> ^
                      2> <command line>(71,9) : note: previous definition is here
                      2> #define WITH_APEX 0
                      2> ^
                      2> In file included from F:/UnrealEngine-4.13.0-release/Engine/Plugins/VRGripMotionControllerPlugin/Intermediate/Build/Android/Sept4th/Development/VRGripMotionControllerPlugin/Module.VRGripMotionControllerPlugin.cpp:2:
                      2>F:\UnrealEngine-4.13.0-release\Engine\Plugins\VRGripMotionControllerPlugin\Source\VRGripMotionControllerPlugin\Private\GripMotionControllerComponent.cpp(245,14): warning : declaration shadows a field of 'UGripMotionControllerComponent' [-Wshadow]
                      2> FVector OriginalPosition(GrippedActors[i].Actor->GetActorLocation());
                      2> ^
                      2> ../Plugins/VRGripMotionControllerPlugin/Source/VRGripMotionControllerPlugin/Public\GripMotionControllerComponent.h(88,10) : note: previous declaration is here
                      2> FVector OriginalPosition;
                      2> ^
                      2> In file included from F:/UnrealEngine-4.13.0-release/Engine/Plugins/VRGripMotionControllerPlugin/Intermediate/Build/Android/Sept4th/Development/VRGripMotionControllerPlugin/Module.VRGripMotionControllerPlugin.cpp:2:
                      2>F:\UnrealEngine-4.13.0-release\Engine\Plugins\VRGripMotionControllerPlugin\Source\VRGripMotionControllerPlugin\Private\GripMotionControllerComponent.cpp(246,15): warning : declaration shadows a field of 'UGripMotionControllerComponent' [-Wshadow]
                      2> FRotator OriginalOrientation(GrippedActors[i].Actor->GetActorRotation());
                      2> ^
                      2> ../Plugins/VRGripMotionControllerPlugin/Source/VRGripMotionControllerPlugin/Public\GripMotionControllerComponent.h(89,11) : note: previous declaration is here
                      2> FRotator OriginalOrientation;
                      2> ^
                      2> In file included from F:/UnrealEngine-4.13.0-release/Sept4th/Plugins/ARToolkitPlugin/Intermediate/Build/Android/Sept4th/Development/ARToolkitPlugin/Module.ARToolkitPlugin.cpp:3:
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(164,38): error : no member named 'Buffer' in 'FJavaWrapper'
                      2> gARTImage = (ARUint8*)FJavaWrapper::Buffer; //for AR Toolkit
                      2> ~~~~~~~~~~~~~~^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(198,20): error : no member named 'newFrame' in 'FJavaWrapper'
                      2> if (FJavaWrapper::newFrame == false) return; //Do not update the texture if no new frame is available
                      2> ~~~~~~~~~~~~~~^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(202,15): error : no member named 'FrameWidth' in 'FJavaWrapper'; did you mean simply 'FrameWidth'?
                      2> int width = FJavaWrapper::FrameWidth;
                      2> ^~~~~~~~~~~~~~~~~~~~~~~~
                      2> FrameWidth
                      2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: 'FrameWidth' declared here
                      2> extern int FrameWidth;
                      2> ^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(203,16): error : no member named 'FrameHeight' in 'FJavaWrapper'; did you mean simply 'FrameHeight'?
                      2> int height = FJavaWrapper::FrameHeight;
                      2> ^~~~~~~~~~~~~~~~~~~~~~~~~
                      2> FrameHeight
                      2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: 'FrameHeight' declared here
                      2> extern int FrameHeight;
                      2> ^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(204,41): error : no member named 'Buffer' in 'FJavaWrapper'
                      2> char* yuv420sp = (char*)FJavaWrapper::Buffer;
                      2> ~~~~~~~~~~~~~~^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(207,22): error : no member named 'Buffer' in 'FJavaWrapper'
                      2> if (!FJavaWrapper::Buffer) return;
                      2> ~~~~~~~~~~~~~~^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(262,17): error : no member named 'newFrame' in 'FJavaWrapper'
                      2> FJavaWrapper::newFrame = false; //Frame processed waiting for a new one
                      2> ~~~~~~~~~~~~~~^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(358,74): warning : declaration shadows a field of 'FARToolkitDevice' [-Wshadow]
                      2> bool FARToolkitDevice::Init(bool showPIN, int devNum, EDeviceOrientation deviceOrientation, EArPatternDetectionMode detectionMode, int32&WebcamResX, int32&WebcamResY, bool&fr){
                      2> ^
                      2> ../../Sept4th/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Public\ARToolkitDevice.h(152,23) : note: previous declaration is here
                      2> EDeviceOrientation deviceOrientation;
                      2> ^
                      2> In file included from F:/UnrealEngine-4.13.0-release/Sept4th/Plugins/ARToolkitPlugin/Intermediate/Build/Android/Sept4th/Development/ARToolkitPlugin/Module.ARToolkitPlugin.cpp:3:
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(432,46): error : no member named 'FrameWidth' in 'FJavaWrapper'; did you mean simply 'FrameWidth'?
                      2> WebcamTexture = UTexture2D::CreateTransient(FJavaWrapper::FrameWidth, FJavaWrapper::FrameHeight);
                      2> ^~~~~~~~~~~~~~~~~~~~~~~~
                      2> FrameWidth
                      2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: 'FrameWidth' declared here
                      2> extern int FrameWidth;
                      2> ^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(432,72): error : no member named 'FrameHeight' in 'FJavaWrapper'; did you mean simply 'FrameHeight'?
                      2> WebcamTexture = UTexture2D::CreateTransient(FJavaWrapper::FrameWidth, FJavaWrapper::FrameHeight);
                      2> ^~~~~~~~~~~~~~~~~~~~~~~~~
                      2> FrameHeight
                      2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: 'FrameHeight' declared here
                      2> extern int FrameHeight;
                      2> ^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(435,15): error : no member named 'FrameWidth' in 'FJavaWrapper'; did you mean simply 'FrameWidth'?
                      2> WebcamResX = FJavaWrapper::FrameWidth;
                      2> ^~~~~~~~~~~~~~~~~~~~~~~~
                      2> FrameWidth
                      2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: 'FrameWidth' declared here
                      2> extern int FrameWidth;
                      2> ^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(436,15): error : no member named 'FrameHeight' in 'FJavaWrapper'; did you mean simply 'FrameHeight'?
                      2> WebcamResY = FJavaWrapper::FrameHeight;
                      2> ^~~~~~~~~~~~~~~~~~~~~~~~~
                      2> FrameHeight
                      2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: 'FrameHeight' declared here
                      2> extern int FrameHeight;
                      2> ^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(439,10): error : no member named 'FrameWidth' in 'FJavaWrapper'; did you mean simply 'FrameWidth'?
                      2> xsize = FJavaWrapper::FrameWidth;
                      2> ^~~~~~~~~~~~~~~~~~~~~~~~
                      2> FrameWidth
                      2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: 'FrameWidth' declared here
                      2> extern int FrameWidth;
                      2> ^
                      2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(440,10): error : no member named 'FrameHeight' in 'FJavaWrapper'; did you mean simply 'FrameHeight'?
                      2> ysize = FJavaWrapper::FrameHeight;
                      2> ^~~~~~~~~~~~~~~~~~~~~~~~~
                      2> FrameHeight
                      2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: 'FrameHeight' declared here
                      2> extern int FrameHeight;
                      2> ^
                      2> In file included from F:/UnrealEngine-4.13.0-release/Sept4th/Intermediate/Build/Android/Sept4th/Development/SteamVR/Module.SteamVR.cpp:4:
                      2>F:\UnrealEngine-4.13.0-release\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVR\Private\SteamVRHMD.cpp(66,18): error : extra qualification on member 'FSteamVRPlugin'
                      2> FSteamVRPlugin::FSteamVRPlugin()
                      2> ~~~~~~~~~~~~~~~~^
                      2> 1 error generated.
                      2> 2 warnings and 1 error generated.
                      2> 1 warning and 13 errors generated.
                      2> 1 error generated.
                      2>ERROR : UBT error : Failed to produce item: F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Binaries\Android\Sept4th-ARToolkitPlugin-armv7-es2.a
                      2> Total build time: 26.48 seconds
                      2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.targets(41,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat Sept4th Android Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
                      ========== Build: 0 succeeded, 1 failed, 2 up-to-date, 1 skipped ==========

                      UE4.10,4.11,4.12 no longer build using VS2015, so perhaps you can address this issue in the near future. Otherwise your plugin is... -_- !!

                      Comment


                        Originally posted by JamesR View Post
                        I'd just like to report that I had no capability of getting the logitech c920 to work. However I looked through the logs and found that it was loading the 'Facerig' software virtual cam. I uninstalled 'Facerig' and then uninstalled the virtual cam from device manager on windows and the sample software now works.

                        So I can confirm a c920 can work and be that software like that could be the issue.

                        So the ARSample can load the cam, but the ARFightScene doesn't for me. Though that could be a different issue.
                        Here is the log for that.

                        Code:
                        [2016.08.02-13.11.57:634][  0]LogMemory: 23808K allocated in pools (with 2573K slack and 1660K waste). Efficiency 93.03%
                        [2016.08.02-13.11.57:634][  0]LogMemory: Allocations 124398 Current / 1221647 Total (in 372 pools)
                        [2016.08.02-13.11.57:634][  0]LogMemory: 
                        [2016.08.02-13.11.57:682][  0]LogLinker:Warning: CreateImport: Failed to load Outer for resource 'WidgetTree': WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
                        [2016.08.02-13.11.59:451][  0]LogModuleManager:Warning: ModuleManager: Module 'GameplayDebugger' not found - its StaticallyLinkedModuleInitializers function is null.
                        [2016.08.02-13.11.59:451][  0]LogAIModule: Creating AISystem for world ARToolkitAdvanced
                        [2016.08.02-13.11.59:451][  0]LogWorld: Game class is 'Mouse_GameMode_C'
                        [2016.08.02-13.11.59:457][  0]LogWorld: Bringing World /Game/Maps/ARToolkitAdvanced.ARToolkitAdvanced up for play (max tick rate 0) at 2016.08.02-14.11.59
                        [2016.08.02-13.11.59:459][  0]LogWorld: Bringing up level for play took: 0.007198
                        [2016.08.02-13.11.59:460][  0]LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
                        [2016.08.02-13.11.59:463][  0]ARToolkit: Logitech HD Pro Webcam C920
                        
                        [2016.08.02-13.11.59:463][  0]ARToolkit: Device path: \\?\usb#vid_046d&pid_082d&mi_00#7&2aa2d338&1&0000#{65e8773d-8f56-11d0-a3b9-00a0c9223196}\{bbefb6c7-2fc4-4139-bb8b-a58bba724083}
                        
                        [2016.08.02-13.11.59:463][  0]ARToolkit: Number of webcams: 1
                        [2016.08.02-13.11.59:463][  0]ARToolkit: Init started
                        [2016.08.02-13.11.59:482][  0]ARToolkit: Camera resolution (640,480)
                        
                        [2016.08.02-13.11.59:482][  0]ARToolkit: Camera pixel format: 1
                        [2016.08.02-13.11.59:483][  0]ARToolkit: Video texture created (640,480)
                        
                        [2016.08.02-13.11.59:483][  0]ARToolkit: Param load start
                        [2016.08.02-13.11.59:483][  0]ARToolkit:Error: Camera parameter load error !!
                        
                        [2016.08.02-13.11.59:483][  0]LogBlueprintUserMessages: [ARToolkitBaseAdvanced_91] Webcam init error!
                        [2016.08.02-13.11.59:486][  0]LogInit:Display: Game Engine Initialized.
                        [2016.08.02-13.11.59:687][  0]LogLoad: Full Startup: 3.77 seconds (BP compile: 0.00 seconds)
                        [2016.08.02-13.11.59:707][  0]LogOcInput: Can't find Oculus library dev build: is proper Runtime installed? Version: 0.8.0.0
                        [2016.08.02-13.11.59:767][  0]LogRenderer: Reallocating scene render targets to support 128x128 (Frame:1).
                        [2016.08.02-13.11.59:863][  1]LogRenderer: Reallocating scene render targets to support 1600x900 (Frame:2).
                        [2016.08.02-13.12.02:580][162]LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
                        [2016.08.02-13.12.02:583][162]LogEngine: All Windows Closed
                        [2016.08.02-13.12.02:583][162]LogWindows: FPlatformMisc::RequestExit(0)
                        [2016.08.02-13.12.03:604][163]LogExit: Preparing to exit.
                        Hey,

                        We used a Logitech C310 HD without problems. Have you tried other webcams?

                        Comment


                          Originally posted by rrstuv View Post
                          Howdy [MENTION=35119]AdamHorvath[/MENTION],

                          Our team purchased your UnrealAR Commercial Licence, works great in the editor - but it does not package for Android ETC2. The errors when packaging using UE 4.13-release are displayed below. It seems to involve FJavaWrapper Syntax, but our team is not specialized in this sort of thing.



                          1>------ Skipped Build: Project: ShaderCompileWorker, Configuration: Development_Program Tegra-Android ------
                          1>Project not selected to build for this solution configuration
                          2>------ Build started: Project: Sept4th, Configuration: Development_Game Tegra-Android ------
                          2> Performing full C++ include scan (building a new target)
                          2> Performing 7 actions (4 in parallel)
                          2> [1/7] clang++.exe Module.ARToolkitPlugin.cpp [armv7-es2]
                          2> [3/7] clang++.exe Module.VRGripMotionControllerPlugin.cpp [armv7-es2]
                          2> [2/7] clang++.exe VRGripMotionControllerPlugin.generated.cpp [armv7-es2]
                          2> [4/7] clang++.exe Module.SteamVR.cpp [armv7-es2]
                          2> In file included from <built-in>:358:
                          2><command line>(73,9): error : 'WITH_APEX' macro redefined [-Werror,-Wmacro-redefined]
                          2> #define WITH_APEX 1
                          2> ^
                          2> <command line>(71,9) : note: previous definition is here
                          2> #define WITH_APEX 0
                          2> ^
                          2> In file included from <built-in>:358:
                          2><command line>(73,9): error : 'WITH_APEX' macro redefined [-Werror,-Wmacro-redefined]
                          2> #define WITH_APEX 1
                          2> ^
                          2> <command line>(71,9) : note: previous definition is here
                          2> #define WITH_APEX 0
                          2> ^
                          2> In file included from F:/UnrealEngine-4.13.0-release/Engine/Plugins/VRGripMotionControllerPlugin/Intermediate/Build/Android/Sept4th/Development/VRGripMotionControllerPlugin/Module.VRGripMotionControllerPlugin.cpp:2:
                          2>F:\UnrealEngine-4.13.0-release\Engine\Plugins\VRGripMotionControllerPlugin\Source\VRGripMotionControllerPlugin\Private\GripMotionControllerComponent.cpp(245,14): warning : declaration shadows a field of 'UGripMotionControllerComponent' [-Wshadow]
                          2> FVector OriginalPosition(GrippedActors[i].Actor->GetActorLocation());
                          2> ^
                          2> ../Plugins/VRGripMotionControllerPlugin/Source/VRGripMotionControllerPlugin/Public\GripMotionControllerComponent.h(88,10) : note: previous declaration is here
                          2> FVector OriginalPosition;
                          2> ^
                          2> In file included from F:/UnrealEngine-4.13.0-release/Engine/Plugins/VRGripMotionControllerPlugin/Intermediate/Build/Android/Sept4th/Development/VRGripMotionControllerPlugin/Module.VRGripMotionControllerPlugin.cpp:2:
                          2>F:\UnrealEngine-4.13.0-release\Engine\Plugins\VRGripMotionControllerPlugin\Source\VRGripMotionControllerPlugin\Private\GripMotionControllerComponent.cpp(246,15): warning : declaration shadows a field of 'UGripMotionControllerComponent' [-Wshadow]
                          2> FRotator OriginalOrientation(GrippedActors[i].Actor->GetActorRotation());
                          2> ^
                          2> ../Plugins/VRGripMotionControllerPlugin/Source/VRGripMotionControllerPlugin/Public\GripMotionControllerComponent.h(89,11) : note: previous declaration is here
                          2> FRotator OriginalOrientation;
                          2> ^
                          2> In file included from F:/UnrealEngine-4.13.0-release/Sept4th/Plugins/ARToolkitPlugin/Intermediate/Build/Android/Sept4th/Development/ARToolkitPlugin/Module.ARToolkitPlugin.cpp:3:
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(164,38): error : no member named 'Buffer' in 'FJavaWrapper'
                          2> gARTImage = (ARUint8*)FJavaWrapper::Buffer; //for AR Toolkit
                          2> ~~~~~~~~~~~~~~^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(198,20): error : no member named 'newFrame' in 'FJavaWrapper'
                          2> if (FJavaWrapper::newFrame == false) return; //Do not update the texture if no new frame is available
                          2> ~~~~~~~~~~~~~~^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(202,15): error : no member named 'FrameWidth' in 'FJavaWrapper'; did you mean simply 'FrameWidth'?
                          2> int width = FJavaWrapper::FrameWidth;
                          2> ^~~~~~~~~~~~~~~~~~~~~~~~
                          2> FrameWidth
                          2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: 'FrameWidth' declared here
                          2> extern int FrameWidth;
                          2> ^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(203,16): error : no member named 'FrameHeight' in 'FJavaWrapper'; did you mean simply 'FrameHeight'?
                          2> int height = FJavaWrapper::FrameHeight;
                          2> ^~~~~~~~~~~~~~~~~~~~~~~~~
                          2> FrameHeight
                          2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: 'FrameHeight' declared here
                          2> extern int FrameHeight;
                          2> ^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(204,41): error : no member named 'Buffer' in 'FJavaWrapper'
                          2> char* yuv420sp = (char*)FJavaWrapper::Buffer;
                          2> ~~~~~~~~~~~~~~^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(207,22): error : no member named 'Buffer' in 'FJavaWrapper'
                          2> if (!FJavaWrapper::Buffer) return;
                          2> ~~~~~~~~~~~~~~^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(262,17): error : no member named 'newFrame' in 'FJavaWrapper'
                          2> FJavaWrapper::newFrame = false; //Frame processed waiting for a new one
                          2> ~~~~~~~~~~~~~~^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(358,74): warning : declaration shadows a field of 'FARToolkitDevice' [-Wshadow]
                          2> bool FARToolkitDevice::Init(bool showPIN, int devNum, EDeviceOrientation deviceOrientation, EArPatternDetectionMode detectionMode, int32&WebcamResX, int32&WebcamResY, bool&fr){
                          2> ^
                          2> ../../Sept4th/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Public\ARToolkitDevice.h(152,23) : note: previous declaration is here
                          2> EDeviceOrientation deviceOrientation;
                          2> ^
                          2> In file included from F:/UnrealEngine-4.13.0-release/Sept4th/Plugins/ARToolkitPlugin/Intermediate/Build/Android/Sept4th/Development/ARToolkitPlugin/Module.ARToolkitPlugin.cpp:3:
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(432,46): error : no member named 'FrameWidth' in 'FJavaWrapper'; did you mean simply 'FrameWidth'?
                          2> WebcamTexture = UTexture2D::CreateTransient(FJavaWrapper::FrameWidth, FJavaWrapper::FrameHeight);
                          2> ^~~~~~~~~~~~~~~~~~~~~~~~
                          2> FrameWidth
                          2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: 'FrameWidth' declared here
                          2> extern int FrameWidth;
                          2> ^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(432,72): error : no member named 'FrameHeight' in 'FJavaWrapper'; did you mean simply 'FrameHeight'?
                          2> WebcamTexture = UTexture2D::CreateTransient(FJavaWrapper::FrameWidth, FJavaWrapper::FrameHeight);
                          2> ^~~~~~~~~~~~~~~~~~~~~~~~~
                          2> FrameHeight
                          2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: 'FrameHeight' declared here
                          2> extern int FrameHeight;
                          2> ^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(435,15): error : no member named 'FrameWidth' in 'FJavaWrapper'; did you mean simply 'FrameWidth'?
                          2> WebcamResX = FJavaWrapper::FrameWidth;
                          2> ^~~~~~~~~~~~~~~~~~~~~~~~
                          2> FrameWidth
                          2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: 'FrameWidth' declared here
                          2> extern int FrameWidth;
                          2> ^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(436,15): error : no member named 'FrameHeight' in 'FJavaWrapper'; did you mean simply 'FrameHeight'?
                          2> WebcamResY = FJavaWrapper::FrameHeight;
                          2> ^~~~~~~~~~~~~~~~~~~~~~~~~
                          2> FrameHeight
                          2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: 'FrameHeight' declared here
                          2> extern int FrameHeight;
                          2> ^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(439,10): error : no member named 'FrameWidth' in 'FJavaWrapper'; did you mean simply 'FrameWidth'?
                          2> xsize = FJavaWrapper::FrameWidth;
                          2> ^~~~~~~~~~~~~~~~~~~~~~~~
                          2> FrameWidth
                          2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: 'FrameWidth' declared here
                          2> extern int FrameWidth;
                          2> ^
                          2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(440,10): error : no member named 'FrameHeight' in 'FJavaWrapper'; did you mean simply 'FrameHeight'?
                          2> ysize = FJavaWrapper::FrameHeight;
                          2> ^~~~~~~~~~~~~~~~~~~~~~~~~
                          2> FrameHeight
                          2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: 'FrameHeight' declared here
                          2> extern int FrameHeight;
                          2> ^
                          2> In file included from F:/UnrealEngine-4.13.0-release/Sept4th/Intermediate/Build/Android/Sept4th/Development/SteamVR/Module.SteamVR.cpp:4:
                          2>F:\UnrealEngine-4.13.0-release\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVR\Private\SteamVRHMD.cpp(66,18): error : extra qualification on member 'FSteamVRPlugin'
                          2> FSteamVRPlugin::FSteamVRPlugin()
                          2> ~~~~~~~~~~~~~~~~^
                          2> 1 error generated.
                          2> 2 warnings and 1 error generated.
                          2> 1 warning and 13 errors generated.
                          2> 1 error generated.
                          2>ERROR : UBT error : Failed to produce item: F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Binaries\Android\Sept4th-ARToolkitPlugin-armv7-es2.a
                          2> Total build time: 26.48 seconds
                          2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.targets(41,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat Sept4th Android Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
                          ========== Build: 0 succeeded, 1 failed, 2 up-to-date, 1 skipped ==========

                          UE4.10,4.11,4.12 no longer build using VS2015, so perhaps you can address this issue in the near future. Otherwise your plugin is... -_- !!


                          Hi [MENTION=35119]AdamHorvath[/MENTION] - I'm having the same problem as rrstuv
                          Perhaps it is a header issue?
                          I'm using VS2015.

                          Comment


                            Originally posted by dr.purple View Post
                            Hi [MENTION=35119]AdamHorvath[/MENTION] - I'm having the same problem as rrstuv
                            Perhaps it is a header issue?
                            I'm using VS2015.
                            Hi,

                            I am working on the updated version for 4.13
                            Expecting to release it today.

                            Thank you for your patience!
                            AR plugin for UE4
                            AR Virtual Mirror plugin for UE4
                            Red Alert 2 VR remake
                            Armed Island VR RTS

                            Comment


                              packaging not working

                              Hi guys,

                              I just bought the AR personal edition an worked myself through all the steps to get it running with the modified files for Android packaging running on Visual Studio.
                              BUT...it doesn´t work Both packaging for Windows and Android seem to fail me and I have no idea why. Editor with AR is working just fine.

                              Here is the log history. Do you have an idea what I could do? Any help would be amazing, I´m trying to get this running all day. Thanks!

                              Code:
                              LogPlatformFile: Not using cached read wrapper
                              LogInit:Display: RandInit(1087387642) SRandInit(1087387643).
                              LogInit: Using version manifest at CL 0 with build ID '321ac6ef-b40d-4b5c-ad63-59e2727d9b21'
                              LogTaskGraph: Started task graph with 4 named threads and 9 total threads.
                              LogStats: Stats thread started at 0.145821
                              LogInit: Version: 4.11.2-0+UE4
                              LogInit: API Version: 0
                              LogInit: Compiled (64-bit): Sep  6 2016 19:18:57
                              LogInit: Compiled with Visual C++: 19.00.24213.01
                              LogInit: Build Configuration: Development
                              LogInit: Branch Name: UE4
                              LogInit: Command line: 
                              LogInit: Base directory: E:/Downloads/UnrealEngine-4.11/UnrealEngine-4.11/Engine/Binaries/Win64/
                              LogInit: Installed Engine Build: 0
                              LogInit: Using libcurl 7.41.0
                              LogInit:  - built for x86_64-pc-win32
                              LogInit:  - supports SSL with WinSSL
                              LogInit:  - other features:
                              LogInit:      CURL_VERSION_SSL
                              LogInit:      CURL_VERSION_IPV6
                              LogInit:      CURL_VERSION_ASYNCHDNS
                              LogInit:      CURL_VERSION_LARGEFILE
                              LogInit:      CURL_VERSION_IDN
                              LogInit:  CurlRequestOptions (configurable via config and command line):
                              LogInit:  - bVerifyPeer = true  - Libcurl will verify peer certificate
                              LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
                              LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
                              LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
                              LogInit: Presizing for max 16777216 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
                              LogInit: Object subsystem initialized
                              LogInit: Selected Device Profile: [Windows]
                              LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
                              LogInit: Computer: TIMO-PC
                              LogInit: User: Timo
                              LogInit: CPU Page size=65536, Cores=6
                              LogInit: High frequency timer resolution =3.416064 MHz
                              LogMemory: Memory total: Physical=31.9GB (32GB approx)
                              LogMemory: Platform Memory Stats for Windows
                              LogMemory: Process Physical Memory: 324.02 MB used, 324.02 MB peak
                              LogMemory: Process Virtual Memory: 325.62 MB used, 325.62 MB peak
                              LogMemory: Physical Memory: 9007.92 MB used, 32669.67 MB total
                              LogMemory: Virtual Memory: 621.41 MB used, 8388608.00 MB total
                              LogTextLocalizationManager: No translations for ('de-DE') exist, falling back to 'en' for localization and internationalization data.
                              LogD3D11RHI: D3D11 adapters:
                              LogD3D11RHI:    0. 'NVIDIA Quadro K4000' (Feature Level 11_0)
                              LogD3D11RHI:       3007MB of dedicated video memory, 0MB of dedicated system memory, and 16078MB of shared system memory, 2 output[s]
                              LogD3D11RHI: Chosen D3D11 Adapter: 0
                              LogD3D11RHI: Creating new Direct3DDevice
                              LogD3D11RHI:     Adapter Name: NVIDIA Quadro K4000
                              LogD3D11RHI:   Driver Version: 10.18.13.6256 (internal 10.18.13.6256)
                              LogD3D11RHI:      Driver Date: 5-10-2016
                              LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
                              LogD3D11RHI: Async texture creation enabled
                              LogShaderCompilers: Guid format shader working directory is -3 characters bigger than the processId version (C:/Users/Timo/Documents/Unreal Projects/AR_Test/Intermediate/Shaders/WorkingDirectory/13220/).
                              LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/Timo/AppData/Local/Temp/UnrealShaderWorkingDir/03FAFF844AB1FCF344EE429C93EEA715/'.
                              LogShaderCompilers:Display: Using Local Shader Compiler.
                              LogTemp:Display: Loaded TP WindowsTargetPlatform
                              LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
                              LogTemp:Display: Loaded TP WindowsServerTargetPlatform
                              LogTemp:Display: Loaded TP WindowsClientTargetPlatform
                              LogTemp:Display: Loaded TP AllDesktopTargetPlatform
                              LogTemp:Display: Loaded TP AndroidTargetPlatform
                              LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
                              LogTemp:Display: Loaded TP Android_ATCTargetPlatform
                              LogTemp:Display: Loaded TP Android_DXTTargetPlatform
                              LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
                              LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
                              LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
                              LogTemp:Display: Loaded TP Android_MultiTargetPlatform
                              LogTemp:Display: Loaded TP HTML5TargetPlatform
                              LogTemp:Display: Loaded TP IOSTargetPlatform
                              LogTemp:Display: Loaded TP TVOSTargetPlatform
                              LogTargetPlatformManager:Display: Building Assets For Windows
                              LogDerivedDataCache:Display: Max Cache Size: 512 MB
                              LogDerivedDataCache: Loaded boot cache 0.04s 46MB C:/Users/Timo/Documents/Unreal Projects/AR_Test/DerivedDataCache/Boot.ddc.
                              LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Timo/Documents/Unreal Projects/AR_Test/DerivedDataCache/Boot.ddc
                              LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file C:/Users/Timo/Documents/Unreal Projects/AR_Test/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
                              LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
                              LogDerivedDataCache: FDerivedDataBackendGraph:  EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
                              LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
                              LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
                              LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
                              LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
                              LogInit: Selected Device Profile: [Windows]
                              LogContentStreaming: Texture pool size is 0.00 MB
                              LogMaterial: Uniform references updated for custom material expression Custom.
                              LogMeshUtilities: No automatic mesh reduction module available
                              LogMeshUtilities: No automatic mesh merging module available
                              LogMeshUtilities: No distributed automatic mesh merging module available
                              LogUObjectArray: 27672 objects as part of root set at end of initial load.
                              LogUObjectAllocator: 5590144 out of 0 bytes used by permanent object pool.
                              LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
                              LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
                              LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
                              LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
                              LogStreaming:Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Common/Selection_16x.png' error.
                              LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Common/Selection_16x.png
                              LogStreaming:Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Common/Selection_16x.png' error.
                              LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Common/Selection_16x.png
                              LogStreaming:Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Common/Selection_16x.png' error.
                              LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Common/Selection_16x.png
                              LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
                              LogAssetRegistry: FAssetRegistry took 0.0201 seconds to start up
                              SourceControl: Info Source control is disabled
                              SourceControl: Info Source control is disabled
                              SourceControl: Info Source control is disabled
                              SourceControl: Info Source control is disabled
                              LogHMD: Failed to initialize OpenVR with code 110
                              ARToolkit: Device start
                              LogEngine: Initializing Engine...
                              LogAIModule: Creating AISystem for world NewWorld
                              LogInit: XAudio2 using 'Lautsprecher (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
                              LogInit: FAudioDevice initialized.
                              LogDerivedDataCache: Saved boot cache 0.02s 46MB C:/Users/Timo/Documents/Unreal Projects/AR_Test/DerivedDataCache/Boot.ddc.
                              LogInit: Texture streaming: Enabled
                              LogInit: Transaction tracking system initialized
                              BlueprintLog: New page: Editor Load
                              LocalizationService: Info Localization service is disabled
                              LogCook:Display: Max memory allowance for cook 8192mb
                              LogCook:Display: Mobile HDR setting 1
                              LogCook:Display: Done creating registry. It took  0.00s.
                              LogFileCache: Scanning file cache for directory 'C:/Users/Timo/Documents/Unreal Projects/AR_Test/Content/' took 0.01s
                              SourceControl: Info Source control is disabled
                              Cmd: MAP LOAD FILE="C:/Users/Timo/Documents/Unreal Projects/AR_Test/Content/Maps/ARToolkitAdvanced.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
                              LightingResults: New page: Lighting Build
                              MapCheck: New page: Map Check
                              LightingResults: New page: Lighting Build
                              PIE:Warning: Warning AttachTo: '/Game/Maps/ARToolkitAdvanced.ARToolkitAdvanced:PersistentLevel.ARToolkitBaseAdvanced_C_0.SceneComponent' cannot be attached to itself. Aborting.
                              PIE:Warning: Warning AttachTo: '/Game/Maps/ARToolkitAdvanced.ARToolkitAdvanced:PersistentLevel.ARToolkitBaseAdvanced_C_0.SceneComponent' cannot be attached to itself. Aborting.
                              LogAIModule: Creating AISystem for world ARToolkitAdvanced
                              LogEditorServer: Finished looking for orphan Actors (0.000 secs)
                              Cmd: MAP CHECKDEP NOCLEARLOG
                              MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 22.764ms to complete.
                              LogFileHelpers: Loading map 'ARToolkitAdvanced' took 0.357
                              LogCollectionManager: Loaded 0 collections in 0.001359 seconds
                              LogFileCache: Scanning file cache for directory 'C:/Users/Timo/Documents/Unreal Projects/AR_Test/Saved/Collections/' took 0.01s
                              LogFileCache: Scanning file cache for directory 'C:/Users/Timo/Documents/Unreal Projects/AR_Test/Content/Developers/Timo/Collections/' took 0.01s
                              LogFileCache: Scanning file cache for directory 'C:/Users/Timo/Documents/Unreal Projects/AR_Test/Content/Collections/' took 0.01s
                              LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000001 seconds
                              LogContentBrowser: Native class hierarchy populated in 0.0063 seconds. Added 1980 classes and 346 folders.
                              LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
                              LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
                              LogContentBrowser: Native class hierarchy updated for 'GameplayTags' in 0.0008 seconds. Added 12 classes and 0 folders.
                              LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0007 seconds. Added 0 classes and 0 folders.
                              LogContentBrowser: Native class hierarchy updated for 'SuperSearch' in 0.0007 seconds. Added 1 classes and 2 folders.
                              LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0007 seconds. Added 0 classes and 0 folders.
                              LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0007 seconds. Added 1 classes and 2 folders.
                              LogCrashTracker: Crashtracker disabled due to settings.
                              LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0008 seconds. Added 1 classes and 2 folders.
                              LogLoad: Full Startup: 5.67 seconds (BP compile: 0.09 seconds)
                              LogExternalProfiler:Warning: No registered external profiler was matched with a command-line switch (or the DLL could not be loaded).  External profiling features will not be available.
                              LogOcInput: OculusInput pre-init called
                              LogAssetRegistry: Asset discovery search completed in 1.9534 seconds
                              LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000000 seconds (found 0 objects)
                              LogCollectionManager: Fixed up redirectors for 0 collections in 0.000088 seconds (updated 0 objects)
                              LogContentStreaming: Texture pool size now 1000 MB
                              LogRenderer: Reallocating scene render targets to support 1208x576 (Frame:2).
                              MainFrameActions: Packaging (Android (ETC1)): Running AutomationTool...
                              MainFrameActions: Packaging (Android (ETC1)): Program.Main: 2016-09-06T18:48:38.7847566Z: Running on WindowsHostPlatform as a 64-bit process.
                              MainFrameActions: Packaging (Android (ETC1)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/Timo/Documents/Unreal Projects/AR_Test/AR_Test.uproject BuildCookRun -nocompileeditor -nop4 -project=C:/Users/Timo/Documents/Unreal Projects/AR_Test/AR_Test.uproject -cook -stag
                              MainFrameActions: Packaging (Android (ETC1)): e -archive -archivedirectory=C:/Users/Timo/Desktop/Effi AR Test/2 -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -compressed -pak -prereqs -nodebuginfo -targetplatform=Android -cookflavor=ETC1 -build -CrashReporter -utf8output -compile
                              MainFrameActions: Packaging (Android (ETC1)): Automation.Process: Setting up command environment.
                              MainFrameActions: Packaging (Android (ETC1)): Automation.Process: Compiling scripts.
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild:   DotNETUtilities -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\DotNETUtilities.dll
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild:   EnvVarsToXML -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\EnvVarsToXML.exe
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild:   UnrealBuildTool -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild:   AutomationUtils.Automation -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\AutomationUtils.Automation.dll
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AllDesktop\obj\Development\AllDesktop.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf di
                              MainFrameActions: Packaging (Android (ETC1)): e Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AllDesktop\AllDesktop.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\GUBP\obj\Development\GUBP.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugr
                              MainFrameActions: Packaging (Android (ETC1)): eifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\GUBP\GUBP.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild:   DeploymentInterface -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\IOS\DeploymentInterface.dll
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugrei
                              MainFrameActions: Packaging (Android (ETC1)): fen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Linux\obj\Development\Linux.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. 
                              ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Mac\obj\Development\Mac.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugrei
                              MainFrameActions: Packaging (Android (ETC1)): fen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Win\obj\Development\Win.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E
                              :\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)): CommandUtils.Run: Run: Took 0,9690555s to run MSBuild.exe, ExitCode=1
                              MainFrameActions: Packaging (Android (ETC1)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Failed to build "E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Scripts\UAT.proj":
                              MainFrameActions: Packaging (Android (ETC1)):   DotNETUtilities -> E:\Downloads
                              MainFrameActions: Packaging (Android (ETC1)): \UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\DotNETUtilities.dll
                              MainFrameActions: Packaging (Android (ETC1)):   EnvVarsToXML -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\EnvVarsToXML.exe
                              MainFrameActions: Packaging (Android (ETC1)):   UnrealBuildTool -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe
                              MainFrameActions: Packaging (Android (ETC1)):   AutomationUtils.Automation -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\AutomationUtils.Automation.dll
                              MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AllDesktop\obj\Development\AllDesktop.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird.
                               ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AllDesktop\AllDesktop.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\GUBP\obj\Development\GUBP.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downl
                              oads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\GUBP\GUBP.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)):   DeploymentInterface -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\IOS\DeploymentInterface.dll
                              MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloa
                              ds\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Linux\obj\Development\Linux.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Dow
                              nloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Mac\obj\Development\Mac.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloa
                              ds\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Win\obj\Development\Win.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloa
                              ds\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj]
                              MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.ScriptCompiler.FindAndCompileScriptModules(String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders) in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\ScriptCompiler.cs:Zeile 169.
                              MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.ScriptCompiler.FindAndCompileAllScripts(String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders) in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\ScriptCompiler.cs:Zeile 85.
                              MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.Automation.Process(String[] CommandLine) in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:Zeile 483.
                              MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.Program.MainProc(Object Param) in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Program.cs:Zeile 131.
                              MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:Zeile 704.
                              MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.Program.Main() in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Pro
                              MainFrameActions: Packaging (Android (ETC1)): gram.cs:Zeile 54.
                              MainFrameActions: Packaging (Android (ETC1)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
                              MainFrameActions: Packaging (Android (ETC1)): Domain_ProcessExit
                              MainFrameActions: Packaging (Android (ETC1)): AutomationToolLauncher exiting with ExitCode=1
                              MainFrameActions: Packaging (Android (ETC1)): copying UAT log files...
                              MainFrameActions: Packaging (Android (ETC1)): BUILD FAILED
                              PackagingResults:Error: Error Unknown Error

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                                Was the updated version for 4.13 released?

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