Announcement

Collapse
No announcement yet.

Augmented Reality for UE4

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

    Originally posted by AdamHorvath View Post
    You can download the binary version and use all of it's features for FREE. If you want to create commercial apps and sell them, you need to buy the full version of the plugin with source code , I think it's normal.
    As you don't have it, you have no clue how much work, and time I put into it's development. Before posting such comments do some research! Similar solutions could cost $500-1000 /app /platform or /year or even more and you won't get the source code. If you don't like the price, don't buy it, you can always create your own integration of AR SDKs yourself.
    The work speaks for itself, and for the price it is a bargain!

    Comment


      Originally posted by rrstuv View Post
      Were there any specific instructions for the UE4 project when packaging for android?
      Check out the android section!
      http://www.unreal4ar.com/getting-started-full-version/
      AR plugin for UE4
      AR Virtual Mirror plugin for UE4
      Red Alert 2 VR remake
      Armed Island VR RTS

      Comment


        Originally posted by rrstuv View Post
        The work speaks for itself, and for the price it is a bargain!
        Thank you for your support!
        AR plugin for UE4
        AR Virtual Mirror plugin for UE4
        Red Alert 2 VR remake
        Armed Island VR RTS

        Comment


          I've fixed some issues on v1.6. Updated version is available for download!

          AR Plugin V1.6 - Revision 2 - 2016-09-12

          - Fixed pink video glitch on android
          - Updated camera texture updater function
          - Fixed autofocus on android
          - Fixed crash on some android phones

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

          Comment


            Did any of you guys get a unique nft marker running?
            I trained a marker, copied the resulting .fset, .fest3 and .iset files into the ARToolkit/DataNFT folders, added an enumeration tag in the blueprint but nothing happens.
            Am I missing a step?

            Thanks for your help.

            Comment


              Originally posted by cores25 View Post
              Did any of you guys get a unique nft marker running?
              I trained a marker, copied the resulting .fset, .fest3 and .iset files into the ARToolkit/DataNFT folders, added an enumeration tag in the blueprint but nothing happens.
              Am I missing a step?

              Thanks for your help.
              Was just going to ask a similar question, but with the addition that I can't see how to add to the enumeration the additional tag. What am I missing?

              Comment


                nzavaglia, any news on your side? I am still clueless...

                ---
                Here is what I have so far with the AR plugin. I´m still waiting on the 4.13 uv fix so I can make a proper android package

                Comment


                  Originally posted by Creo View Post
                  2. Plugin doesn't properly works on VR headsets (tested on Oculus Rift CV1 and GearVR).
                  I didn't think this plugin supports Gear VR. How did you make it happen ?

                  Comment


                    Originally posted by motorsep View Post
                    I didn't think this plugin supports Gear VR. How did you make it happen ?
                    It does on Galaxy S7 so far. Nothing special just the same GearVR setup and with this plugin usage.

                    BUT, by default it's not properly rendering video stream and not setting right fov for camera. I replaced Adam's solution using screen space UVs and viewport coordinates, with 1x1 plane scaled to fit the screen with the right fov. I also trying to use spherical plane because it's more accurate in terms of VR perspective. There is still some work.

                    Comment


                      Originally posted by Creo View Post
                      It does on Galaxy S7 so far. Nothing special just the same GearVR setup and with this plugin usage.
                      I am making something for Gear VR, but not even aware of a way to enable pass-through camera from UE4 (BP) o.O How do you enable it from Blueprint (or from project settings) ?

                      Originally posted by Creo View Post
                      BUT, by default it's not properly rendering video stream and not setting right fov for camera. I replaced Adam's solution using screen space UVs and viewport coordinates, with 1x1 plane scaled to fit the screen with the right fov. I also trying to use spherical plane because it's more accurate in terms of VR perspective. There is still some work.
                      Sounds like something plugin should support. Otherwise sounds like black magic has to be used :P

                      Btw, how is latency when doing AR through Gear VR ? Pass-through camera (when used from Universal menu) is horrible and laggy

                      Comment


                        Originally posted by motorsep View Post
                        I am making something for Gear VR, but not even aware of a way to enable pass-through camera from UE4 (BP) o.O How do you enable it from Blueprint (or from project settings) ?



                        Sounds like something plugin should support. Otherwise sounds like black magic has to be used :P

                        Btw, how is latency when doing AR through Gear VR ? Pass-through camera (when used from Universal menu) is horrible and laggy
                        It's pretty laggy right now. But I think it's not because the camera.

                        Comment


                          Originally posted by cores25 View Post
                          nzavaglia, any news on your side? I am still clueless...

                          ---
                          Here is what I have so far with the AR plugin. I´m still waiting on the 4.13 uv fix so I can make a proper android package
                          Sorry, still no luck. I think it might have to be added in code somewhere, but I can see that it scans for markers in the ../ARToolkit/Data/ directory using the LoadMarkers Blueprint Node/method provided you give it a list of names.

                          How did you add the new marker to the enum? I can't see where to do that
                          Last edited by nzavaglia; 09-14-2016, 12:00 AM.

                          Comment


                            Originally posted by cores25 View Post
                            nzavaglia, any news on your side? I am still clueless...

                            Nm, I got it. I'm just dumb. You have to switch out the enums in the level blueprint as well. That's where the detection is being done. Worked like a charm once I did that.

                            Comment


                              oh wow, thank you for sharing Have to try it out as soon as possible and will keep you posted.

                              Comment


                                [MENTION=35119]AdamHorvath[/MENTION] great job! We have experimented yesterday a bit with making procedural animation in AR using the plugin; Seems really cool! Will need to test on our iOS/Android port...

                                Comment

                                Working...
                                X