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Augmented Reality for UE4

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    #46
    Thanks for the answer. When can we expect the release of the final version?
    I can not wait until to check it on my phone

    Comment


      #47
      Sorry.. I missed the post above... Will wait for mobile integration

      Comment


        #48
        Awesomesauce.
        Anything the mind of man can conceive and believe, it can be achieved. Napoleon Hill

        Comment


          #49
          Pretty cool. I've been playing with this all day. Can't wait til you can get skeletal meshes/animations going. The only downside is that the lighting where the marker is, needs be good for this to work properly. Is it safe to assume that the higher fps the camera takes in/less grainy, the smoother the output?

          Comment


            #50
            Originally posted by Deognaleetor View Post
            Is it safe to assume that the higher fps the camera takes in/less grainy, the smoother the output?
            The thing is, if the camera is doing 30fps, then only 30 images of the chair need to be updated per second. Where as 60fps would be a whole lot more resources drain on your computer/phone.
            I used play with and make this exact AR stuff a few years ago. I never thought it be feasible to incorporate into anything. If you guys are paying money for something like this, then I really shot myself in the foot by not pursuing it any further.

            Comment


              #51
              Yes, amazing work for smartphone.

              Comment


                #52
                What I think is... Sadly it will never (in closer future) come to an action game.
                I mean games like UT, HL.. Because there is a big lag. But I love AR Games like "Ingress".
                Hope it will be possible to make FPS Games for AR.

                Comment


                  #53
                  impressive

                  Comment


                    #54
                    Originally posted by AdamHorvath View Post
                    Please check if there is any special character in your project path. If so, copy it to a simple directory like c:\UnrealProjects\ARSample

                    I hope it helps!
                    Thank you for your answer. I tried your advice without success.

                    In the meantime I switched my OS to windows 10. Then again, the editor crashes.


                    Perhaps you could take a look at the crashlog... I have no programming knowledge and am new to unreal. So all this is greek to me.

                    MachineId:25F2E70D4F42469CE5F6199C3CC74C87
                    EpicAccountId:45a59ebdca9e4e3c9d38239848dec282

                    Unknown exception - code 00000001 (first/second chance not available)

                    "Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:E:\UE4\Epic Games\4.9\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678]
                    Array index out of bounds: 0 from an array of s

                    UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
                    UE4Editor_ARToolkitPlugin
                    UE4Editor_ARToolkitPlugin
                    UE4Editor_ARToolkitPlugin
                    UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195]
                    UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:484]
                    UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1755]
                    UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
                    UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:608]
                    UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1842]
                    UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
                    UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195]
                    UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1050]
                    UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:580]
                    UE4Editor_Engine!AActor::ReceiveTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\intermediate\build\win64\ue4editor\inc\engine\engine.generated.1.cpp:2357]
                    UE4Editor_Engine!AActor::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:743]
                    UE4Editor_Engine!AActor::TickActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:730]
                    UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:107]
                    UE4Editor_Engine!FTickFunctionTask:oTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:141]
                    UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
                    UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
                    UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
                    UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
                    UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
                    UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:292]
                    UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
                    UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:701]
                    UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:1150]
                    UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1347]
                    UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
                    UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
                    UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
                    UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
                    UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

                    Comment


                      #55
                      Just saw this thread for the first time, well done! It's a great idea.

                      Game Design - Photogrammetry - Programming
                      Tutorials · Twitter · Twitch

                      Comment


                        #56
                        This is awesome! Thanks for taking the time to make this!
                        //JAMES BUTCHER//
                        //3D ARTIST//
                        info@james-butcher.com
                        http://www.james-butcher.com
                        TUTORIALS:https://www.youtube.com/c/JamesButcher3D

                        Comment


                          #57
                          Wait, could this be adapted in some way to work with Microsofts hololens?(probably not) if it could, that would be more than amazing.

                          Comment


                            #58
                            Hi everyone,

                            I got many requests to do a BETA sale, and release the plugin for early adopters as soon as possible.

                            So if you want to get the plugin before the final release date, fill the form on the link below and pre-order the plugin!

                            Early adopters BETA sale on the link below:
                            http://www.unreal4ar.com

                            The BETA plugin for Windows / OSX / Android / iOS will be available on 16th November for those who signed up.

                            Pricing:

                            FREE - Editor demo (editor binary version for Windows / OSX)

                            $99US - Personal license* (for individuals, non commercial projects)

                            $249US - Commercial license** (for companies / small businesses, commercial projects)

                            * A Personal license is the discounted option for a private individual who purchases a license with their own funds, and solely for their own use.
                            ** A Commercial license is the standard licensing option for organizations and business entities. Licenses are purchased by the company and can be used by any person within.

                            Included:

                            - Pre-compiled binaries for Windows / OSX (both editor / and standalone) starting from UE version 4.9.2
                            - C++ source code for every platforms (Windows / OSX / Android / iOS)
                            - Required engine modifications for Android
                            - Modified ARToolkit libs for Android
                            - Sample project
                            - Documentation
                            - Free updates
                            - Tools for camera calibration / marker training (ARToolkit's standard tools)

                            Features:

                            - Simple marker tracking
                            - NFT marker tracking
                            - 100% blueprintable no coding knowledge required
                            - Multiplatform (Windows, OSX, Android, iOS)
                            - Opensource

                            Comments and suggestions are welcomed!
                            Last edited by AdamHorvath; 11-17-2015, 10:42 AM.
                            AR plugin for UE4
                            AR Virtual Mirror plugin for UE4
                            Red Alert 2 VR remake
                            Armed Island VR RTS

                            Comment


                              #59
                              This is great news! Does that price include future updates?

                              Comment


                                #60
                                Originally posted by Lobohotpants View Post
                                This is great news! Does that price include future updates?
                                Yes, updates are included.
                                AR plugin for UE4
                                AR Virtual Mirror plugin for UE4
                                Red Alert 2 VR remake
                                Armed Island VR RTS

                                Comment

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