So is iOS supported or not? Please see my comment above! This was my main motivation for purchasing the license...
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Originally posted by voxelot View PostSo is iOS supported or not? Please see my comment above! This was my main motivation for purchasing the license...
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
Comment
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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
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Hello,
is it possible to perform multi marker training, like here: https://artoolkit.org/documentation/...g:marker_multi ?
Thanks!
Comment
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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
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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.
Comment
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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 PostHey 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.
Comment
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Originally posted by AdamHorvath View PostYes, 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
It seems UE 4.13 also works the same after removing a duplicate inclusion of libARVideo.
Comment
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Originally posted by AdamHorvath View PostHi,
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/
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... -_- !!
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Originally posted by JamesR View PostI'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.
We used a Logitech C310 HD without problems. Have you tried other webcams?
Comment
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Originally posted by rrstuv View PostHowdy [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 PostHi [MENTION=35119]AdamHorvath[/MENTION] - I'm having the same problem as rrstuv
Perhaps it is a header issue?
I'm using VS2015.
I am working on the updated version for 4.13
Expecting to release it today.
Thank you for your patience!
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 workBoth 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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