Announcement

Collapse
No announcement yet.

Augmented Reality for UE4

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

    Originally posted by Totomoon View Post
    Hi Adam and everyone!

    I wonder if this plugin could support the video capture card? Or is there any other solution for my project that the video stream from a remote quadcopter have to be transmitted to unreal engine as texture? Now I use a video capture card to receive the video and get the image using a C++ API. But I have no idea how can I transfer the pixel buffer variable into the texture that could be used in unreal engine.
    Anyone know the answer?
    hi there. i have a decklink card in my computer. and the plugin sees it (try several dev num to find it, an tick the "show pin" to identify it) didn't try it with an input for now, but it seems that every hardware that windows sees as video input can be used with the plugin. i'll test the decklink this week and tell you

    Comment


      Thank you ~I have tested that and it works [MENTION=412498]expose[/MENTION]

      Comment


        Hi@AdamHorvath , I bought a personal version. I want to integrate your plugin with my existing project. Can your plugin works as a normal plugin that I only add it to the plugin folder,then I can use the blueprint node in blueprint graph?
        I think I can't do as your guide because it needs me copy the entire contents to my existing projects. I think it will influence my existing project. Right?
        How can I make it work?
        When I use your plugin in my experimental blueprint, and play it. The editor will crash. And in the error log, shows as following, everything stops at init started.. But the free sample project works well.
        my experimental blueprint is like this:
        [2017.02.14-08.20.15:025][124]LogPlayLevel: Creating play world package: /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap
        [2017.02.14-08.20.15:055][124]LogPlayLevel: PIE: StaticDuplicateObject took: (0.029659s)
        [2017.02.14-08.20.15:056][124]LogAIModule: Creating AISystem for world FirstPersonExampleMap
        [2017.02.14-08.20.15:056][124]LogPlayLevel: PIE: World Init took: (0.001411s)
        [2017.02.14-08.20.15:057][124]LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap to /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.FirstPersonExampleMap (0.031567s)
        [2017.02.14-08.20.15:081][124]LogInit: XAudio2 using 'Realtek Digital Output (Realtek High Definition Audio)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
        [2017.02.14-08.20.15:091][124]LogInit: FAudioDevice initialized.
        [2017.02.14-08.20.15:127][124]LogLoad: Game class is 'FirstPersonGameMode_C'
        [2017.02.14-08.20.15:130][124]LogWorld: Bringing World /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.FirstPersonExampleMap up for play (max tick rate 0) at 2017.02.14-16.20.15
        [2017.02.14-08.20.15:130][124]LogWorld: Bringing up level for play took: 0.001892
        [2017.02.14-08.20.15:132][124]ARToolkit: Android orientation: Landscape
        [2017.02.14-08.20.15:165][124]ARToolkit: USB2.0 PC CAMERA

        [2017.02.14-08.20.15:167][124]ARToolkit: Device path: \\?\usb#vid_18ec&pid_5850&mi_00#6&3363d1ac&0&0000#{65e8773d-8f56-11d0-a3b9-00a0c9223196}\global

        [2017.02.14-08.20.15:167][124]ARToolkit: Number of webcams: 1
        [2017.02.14-08.20.15:167][124]ARToolkit: Init started

        Then if I restarted the engine, the information log will say:
        error /Game/FirstPersonBP/Blueprints/FirstPersonCharacter : cann't find file of resource。 /Script/ARToolkitPlugin
        load error: /Script/ARToolkitPlugin.ARToolkitComponent quoter: K2Node_VariableGet_1479
        load error /Script/ARToolkitPlugin.EArPatternDetectionMode quoter K2Node_CallFunction_128
        load error /Script/ARToolkitPlugin.EDeviceOrientation quoter K2Node_CallFunction_128
        Last edited by Totomoon; 02-14-2017, 04:37 AM. Reason: Error

        Comment


          Hi,

          You can find a tutorial on the link below to setup everything from scratch.
          http://safefromrobots.com/?p=149

          BR,
          Adam


          Originally posted by Totomoon View Post
          Hi@AdamHorvath , I bought a personal version. I want to integrate your plugin with my existing project. Can your plugin works as a normal plugin that I only add it to the plugin folder,then I can use the blueprint node in blueprint graph?
          I think I can't do as your guide because it needs me copy the entire contents to my existing projects. I think it will influence my existing project. Right?
          How can I make it work?
          When I use your plugin in my blueprint, and play it. The editor will crash. And in the error log, shows as following, everything stops at init started.. But the free sample project works well.
          [2017.02.14-08.20.15:025][124]LogPlayLevel: Creating play world package: /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap
          [2017.02.14-08.20.15:055][124]LogPlayLevel: PIE: StaticDuplicateObject took: (0.029659s)
          [2017.02.14-08.20.15:056][124]LogAIModule: Creating AISystem for world FirstPersonExampleMap
          [2017.02.14-08.20.15:056][124]LogPlayLevel: PIE: World Init took: (0.001411s)
          [2017.02.14-08.20.15:057][124]LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap to /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.FirstPersonExampleMap (0.031567s)
          [2017.02.14-08.20.15:081][124]LogInit: XAudio2 using 'Realtek Digital Output (Realtek High Definition Audio)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
          [2017.02.14-08.20.15:091][124]LogInit: FAudioDevice initialized.
          [2017.02.14-08.20.15:127][124]LogLoad: Game class is 'FirstPersonGameMode_C'
          [2017.02.14-08.20.15:130][124]LogWorld: Bringing World /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.FirstPersonExampleMap up for play (max tick rate 0) at 2017.02.14-16.20.15
          [2017.02.14-08.20.15:130][124]LogWorld: Bringing up level for play took: 0.001892
          [2017.02.14-08.20.15:132][124]ARToolkit: Android orientation: Landscape
          [2017.02.14-08.20.15:165][124]ARToolkit: USB2.0 PC CAMERA

          [2017.02.14-08.20.15:167][124]ARToolkit: Device path: \\?\usb#vid_18ec&pid_5850&mi_00#6&3363d1ac&0&0000#{65e8773d-8f56-11d0-a3b9-00a0c9223196}\global

          [2017.02.14-08.20.15:167][124]ARToolkit: Number of webcams: 1
          [2017.02.14-08.20.15:167][124]ARToolkit: Init started
          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
            Hi,

            You can find a tutorial on the link below to setup everything from scratch.
            http://safefromrobots.com/?p=149

            BR,
            Adam
            Thanks for your timely help!
            I have build the plugin successfully and the intermediate folder come up in the plugin folder. But when I put it in the plugins folder of the engine, why the editor plugins does not contain it? It should contain all the plugins put under the /plugin folder, right?

            Comment


              Also, the most urgent thing is that the editor crash in the init started step after I've build the plugin!

              Comment


                Originally posted by AdamHorvath View Post
                Hi,

                You can find a tutorial on the link below to setup everything from scratch.
                http://safefromrobots.com/?p=149

                BR,
                Adam
                Also, the most urgent thing is that the editor crash in the init started step after I've build the plugin!

                Comment


                  I have found a solution for my previous post
                  Click image for larger version

Name:	001BP.JPG
Views:	1
Size:	104.1 KB
ID:	1123034
                  I was using the wrong condition for my branch action
                  Click image for larger version

Name:	002BP.JPG
Views:	1
Size:	85.1 KB
ID:	1123035
                  then, to compensate the pause function error, i set the play rate to '0'

                  Comment


                    Editor continue crashes!

                    [MENTION=35119]AdamHorvath[/MENTION], I don't know why but this time it could complete init but still crashes!!!
                    [2017.02.14-10.30.23:940][568]LogLoad: Game class is 'GameModeBase'
                    [2017.02.14-10.30.23:944][568]LogWorld: Bringing World /Temp/UEDPIE_0_Untitled_1.Untitled_1 up for play (max tick rate 0) at 2017.02.14-18.30.23
                    [2017.02.14-10.30.23:945][568]LogWorld: Bringing up level for play took: 0.003563
                    [2017.02.14-10.30.23:945][568]ARToolkit: Android orientation: Landscape
                    [2017.02.14-10.30.23:946][568]ARToolkit: USB2.0 PC CAMERA

                    [2017.02.14-10.30.23:946][568]ARToolkit: Device path: \\?\usb#vid_18ec&pid_5850&mi_00#6&3363d1ac&0&0000#{65e8773d-8f56-11d0-a3b9-00a0c9223196}\global

                    [2017.02.14-10.30.23:946][568]ARToolkit: Number of webcams: 1
                    [2017.02.14-10.30.23:946][568]ARToolkit: Init started
                    [2017.02.14-10.30.27:817][568]ARToolkit: Camera resolution (640,480)

                    [2017.02.14-10.30.27:817][568]ARToolkit: Camera pixel format: 1
                    [2017.02.14-10.30.27:817][568]ARToolkit: Video texture created (640,480)

                    [2017.02.14-10.30.27:817][568]ARToolkit: Param load start
                    [2017.02.14-10.30.27:817][568]ARToolkit: Param load success
                    [2017.02.14-10.30.27:817][568]ARToolkit: Camera init succesfull!
                    [2017.02.14-10.30.27:858][568]ARToolkit: AR Patt Handle created

                    [2017.02.14-10.30.27:858][568]ARToolkit: 3D Handle created

                    [2017.02.14-10.30.27:858][568]ARToolkit: Detection mode : TEMPLATE
                    [2017.02.14-10.30.27:858][568]ARToolkit: ARToolkit init succesfull!
                    [2017.02.14-10.30.27:858][568]ARToolkit: NFT init started...
                    [2017.02.14-10.30.27:858][568]ARToolkit: Using NFT tracking settings for more than one CPU.

                    [2017.02.14-10.30.27:858][568]ARToolkit: NFT init successfull...
                    [2017.02.14-10.30.27:886][568]ARToolkit: Init complete !!

                    [2017.02.14-10.30.28:130][568]LogCrashTracker:
                    UE4Editor_ARToolkitPlugin!__delayLoadHelper2() [f:\dd\vctools\delayimp\delayhlp.cpp:323]
                    UE4Editor_ARToolkitPlugin!_tailMerge_ARvideo_dll()
                    UE4Editor_ARToolkitPlugin!FARToolkitDevice::Init() [c:\users\totomoon\documents\unreal projects\test8\plugins\artoolkitplugin\source\artoolkitplugin\private\artoolkitdevice.cpp:539]
                    UE4Editor_ARToolkitPlugin!UARToolkitComponent::Init() [c:\users\totomoon\documents\unreal projects\test8\plugins\artoolkitplugin\source\artoolkitplugin\private\artoolkitcomponent.cpp:169]
                    UE4Editor_ARToolkitPlugin!UARToolkitComponent::execInit() [c:\users\totomoon\documents\unreal projects\test8\plugins\artoolkitplugin\source\artoolkitplugin\public\artoolkitcomponent.h:14]
                    UE4Editor_CoreUObject
                    UE4Editor_CoreUObject
                    UE4Editor_CoreUObject
                    UE4Editor_CoreUObject
                    UE4Editor_CoreUObject
                    UE4Editor_CoreUObject
                    UE4Editor_CoreUObject
                    UE4Editor_CoreUObject
                    UE4Editor_CoreUObject
                    UE4Editor_CoreUObject
                    UE4Editor_Engine
                    UE4Editor_Engine
                    UE4Editor_Engine
                    UE4Editor_Engine
                    UE4Editor_Engine
                    UE4Editor_Engine

                    Comment


                      Hi Adam,
                      can I use this plugin as a qr code reader?
                      I need to scan some qr code to open the relative level, and I see it can be possible.
                      How can I open and close the (web) camera every time?
                      The project is made with UE 4.14 for mobile, Android and iOS (even if I need a Mac..)

                      Thanks for all

                      Comment


                        Hi,

                        You can only scan ARToolkit compatible markers, it's not compatible with QR codes.

                        Originally posted by Neiko srl View Post
                        Hi Adam,
                        can I use this plugin as a qr code reader?
                        I need to scan some qr code to open the relative level, and I see it can be possible.
                        How can I open and close the (web) camera every time?
                        The project is made with UE 4.14 for mobile, Android and iOS (even if I need a Mac..)

                        Thanks for all
                        AR plugin for UE4
                        AR Virtual Mirror plugin for UE4
                        Red Alert 2 VR remake
                        Armed Island VR RTS

                        Comment


                          Is it your custom project or the sample levels included with the plugin ?

                          Originally posted by Totomoon View Post
                          [MENTION=35119]AdamHorvath[/MENTION], I don't know why but this time it could complete init but still crashes!!!
                          [2017.02.14-10.30.23:940][568]LogLoad: Game class is 'GameModeBase'
                          [2017.02.14-10.30.23:944][568]LogWorld: Bringing World /Temp/UEDPIE_0_Untitled_1.Untitled_1 up for play (max tick rate 0) at 2017.02.14-18.30.23
                          [2017.02.14-10.30.23:945][568]LogWorld: Bringing up level for play took: 0.003563
                          [2017.02.14-10.30.23:945][568]ARToolkit: Android orientation: Landscape
                          [2017.02.14-10.30.23:946][568]ARToolkit: USB2.0 PC CAMERA

                          [2017.02.14-10.30.23:946][568]ARToolkit: Device path: \\?\usb#vid_18ec&pid_5850&mi_00#6&3363d1ac&0&0000#{65e8773d-8f56-11d0-a3b9-00a0c9223196}\global

                          [2017.02.14-10.30.23:946][568]ARToolkit: Number of webcams: 1
                          [2017.02.14-10.30.23:946][568]ARToolkit: Init started
                          [2017.02.14-10.30.27:817][568]ARToolkit: Camera resolution (640,480)

                          [2017.02.14-10.30.27:817][568]ARToolkit: Camera pixel format: 1
                          [2017.02.14-10.30.27:817][568]ARToolkit: Video texture created (640,480)

                          [2017.02.14-10.30.27:817][568]ARToolkit: Param load start
                          [2017.02.14-10.30.27:817][568]ARToolkit: Param load success
                          [2017.02.14-10.30.27:817][568]ARToolkit: Camera init succesfull!
                          [2017.02.14-10.30.27:858][568]ARToolkit: AR Patt Handle created

                          [2017.02.14-10.30.27:858][568]ARToolkit: 3D Handle created

                          [2017.02.14-10.30.27:858][568]ARToolkit: Detection mode : TEMPLATE
                          [2017.02.14-10.30.27:858][568]ARToolkit: ARToolkit init succesfull!
                          [2017.02.14-10.30.27:858][568]ARToolkit: NFT init started...
                          [2017.02.14-10.30.27:858][568]ARToolkit: Using NFT tracking settings for more than one CPU.

                          [2017.02.14-10.30.27:858][568]ARToolkit: NFT init successfull...
                          [2017.02.14-10.30.27:886][568]ARToolkit: Init complete !!

                          [2017.02.14-10.30.28:130][568]LogCrashTracker:
                          UE4Editor_ARToolkitPlugin!__delayLoadHelper2() [f:\dd\vctools\delayimp\delayhlp.cpp:323]
                          UE4Editor_ARToolkitPlugin!_tailMerge_ARvideo_dll()
                          UE4Editor_ARToolkitPlugin!FARToolkitDevice::Init() [c:\users\totomoon\documents\unreal projects\test8\plugins\artoolkitplugin\source\artoolkitplugin\private\artoolkitdevice.cpp:539]
                          UE4Editor_ARToolkitPlugin!UARToolkitComponent::Init() [c:\users\totomoon\documents\unreal projects\test8\plugins\artoolkitplugin\source\artoolkitplugin\private\artoolkitcomponent.cpp:169]
                          UE4Editor_ARToolkitPlugin!UARToolkitComponent::execInit() [c:\users\totomoon\documents\unreal projects\test8\plugins\artoolkitplugin\source\artoolkitplugin\public\artoolkitcomponent.h:14]
                          UE4Editor_CoreUObject
                          UE4Editor_CoreUObject
                          UE4Editor_CoreUObject
                          UE4Editor_CoreUObject
                          UE4Editor_CoreUObject
                          UE4Editor_CoreUObject
                          UE4Editor_CoreUObject
                          UE4Editor_CoreUObject
                          UE4Editor_CoreUObject
                          UE4Editor_CoreUObject
                          UE4Editor_Engine
                          UE4Editor_Engine
                          UE4Editor_Engine
                          UE4Editor_Engine
                          UE4Editor_Engine
                          UE4Editor_Engine
                          AR plugin for UE4
                          AR Virtual Mirror plugin for UE4
                          Red Alert 2 VR remake
                          Armed Island VR RTS

                          Comment


                            [MENTION=35119]AdamHorvath[/MENTION]

                            I started poking at AR (conceptual stage for now) before any reasonably priced AR HMD solution is out on the market and I am wondering if it's possible to do object tracking with your plugin and UE4. Something similar to what Blender has been doing since 2011:

                            https://vimeo.com/33283857

                            Also wondering if you have any near future plans to add support for Project Tango.
                            Last edited by motorsep; 02-15-2017, 10:55 AM.

                            Comment


                              Hi Adam, hi everyone !

                              How do I make my 3D Model stay at his last known position when the marker is lost, and start tracking again when the marker comes back into view?
                              I've followed these steps :

                              1. Open the level blueprint and locate the "set hidden in game node"
                              2. Disconnect the new hidden pin and set it to false
                              3. It won't disappear if the marker is not visible.

                              But the 3d Model seems to get back to 0,0,0 and not the last know position when it last had seen the tracker.

                              How can I fix that?

                              Thanks in advance,

                              Denis

                              Comment


                                Originally posted by AdamHorvath View Post
                                Hi,

                                You can only scan ARToolkit compatible markers, it's not compatible with QR codes.
                                Hi Adam,
                                I think I can use a simple QR code inner the black frame, it's correct?
                                //Anyway how can I open and close the camera every time?
                                Edit: I try the ARSample and I'm able to open and close camera and the marker recognition as I want!

                                Thanks for your reply
                                Last edited by K-lab srls; 02-16-2017, 04:24 AM.

                                Comment

                                Working...
                                X