Any plans to add object + camera tracking so that we could do what Epic + Chevy did ? Note that OpenCV supports all that.
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Augmented Reality for UE4
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I bought a commercial license a created a project for iOS but when I choose an iOS device from the Launch button the app builds and deploys but launches with an alert window in the app that says "Failed to open descriptor file '../../../MyProject/MyProject.uproject'". Launching in PIE on OSX and Windows are both working for me. An empty UE4 c++ project will load for me on iOS but after I copy the UE4AR assets over I get the error message above. I'm using 1.7 of the plugin and UE4 1.15.1. What am I missing?
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It works with baked GI, just make sure to move the camera not the subject based on your marker rotation.
Originally posted by kippu View Postso i was browsing through this pages and am I right in thinking that this plugin does not support baked light models?..
I am thinking in using it for buildings with baked GI, so will it work?
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It won't benefit from project tango like sensors. The plugin uses purely optical tracking of markers and (NFT) images.
Originally posted by fspar30 View PostDoes this plugin work on Google Tango?
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I am not sure why is it that. Can you post me your log files to info@unreal4ar.com ?
Originally posted by willbrowning View PostI bought a commercial license a created a project for iOS but when I choose an iOS device from the Launch button the app builds and deploys but launches with an alert window in the app that says "Failed to open descriptor file '../../../MyProject/MyProject.uproject'". Launching in PIE on OSX and Windows are both working for me. An empty UE4 c++ project will load for me on iOS but after I copy the UE4AR assets over I get the error message above. I'm using 1.7 of the plugin and UE4 1.15.1. What am I missing?
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Yes! You can use the BP_LightStudio blueprint from the starter content files to load HDRI pano images.
Originally posted by natemac00 View PostIf I captured a 360º pano (HDRI Pano) from a real camera, is there a way to load that into the scene as the SphereReflectionCapture so when using the AR app I can get more realistic reflections?
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Hey Adam,
I'm having some problems getting this to run on iOS. I have personal license and I'm seeing various issues as described by others here. I tried to piece together various suggestions from this thread but can't seem to get it to work.
First problem I had was the app crashing right away because I was missing the Camera request description in the plist.. Adding the string below to "Additional Plist Data" fix that problem
<key>NSCameraUsageDescription</key><string>Camera is used for AR functionality</string>
The next error I was getting was
ARToolkit: ios full path camera data: /var/containers/Bundle/Application/56325818-8C5B-4C11-AF05-86124EF8E67E/UnRealAR.app/cookeddata/unrealar/content/ARToolkit/Data/camera_para.dat
Error: Camera parameter load error !!
I noticed that ARToolkit was not being packaged in the app so based on your suggestion earlier in the thread I included ARToolkit in
Additional Non-Asset Directories to Package
Additional Non-Asset Directories to Copy
It seems though by adding ARToolkit to "to Copy" causes the "Failed to open descriptor file" error as described above and in the thread below.
https://answers.unrealengine.com/que...-uproject.html
So right now I just have it in "to package". I able able to install the app on the device. I see the request for camera access which I accept but then it get's stuck on the screen that says "Loading..". If I restart the app then I get the white screen with "Webcam init error!". I see this in the log file.
ARToolkit: Camera ok.
ARToolkit: Camera resolution (352,288)
ARToolkit: Camera pixel format: 3
ARToolkit: End of iPhone camera init
ARToolkit: Video texture created (352,288)
ARToolkit: Param load start
ARToolkit: ios full path camera data: /var/containers/Bundle/Application/56325818-8C5B-4C11-AF05-86124EF8E67E/UnRealAR.app/cookeddata/unrealar/content/ARToolkit/Data/camera_para.dat
ARToolkit:Error: Camera parameter load error !!
LogBlueprintUserMessages: [ARToolkitBase_C_0] Webcam init error!
LogLoad: Took 0.464882 seconds to LoadMap(/Game/Maps/ARToolkitSimple)
LogSlate: Took 0.001213 seconds to synchronously load lazily loaded font '../../../Engine/Content/EngineFonts/Faces/RobotoRegular.ufont' (155K)
LogRenderer: Reallocating scene render targets to support 1368x1024 NumSamples 1 (Frame:2).
LogExternalProfiler: No external profilers were discovered. External profiling features will not be avail
Any ideas? I'm not sure what I'm missing to get this to work.
Thanks,
Dylan
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Couple questions..
Is it possible that case sensitivity is the problem. In the cooked data folder I see everything in the ARToolkit folder is now lower case.. But the logs are showing that it's looking for capitalized names..
I.E.. The App bundle has the path
/cookeddata/unrealar/content/artoolkit/data/camera_para.dat
But the log files are looking for
/cookeddata/unrealar/content/ARToolkit/Data/camera_para.dat
Second question. Does the fact that the "Camera parameter load error" happens right after trying to load camera_para.dat mean that the error is caused by the loading of camera_para.dat?
ARToolkit: ios full path camera data: /var/containers/Bundle/Application/0A8C3228-0276-4881-B48D-F810069F7639/UnRealAR.app/cookeddata/unrealar/content/ARToolkit/Data/camera_para.dat
ARToolkit:Error: Camera parameter load error !!
Thanks!
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Hello,
If you need more than 10 NFT pages, update the following line in
in YOUR_PROJECT_NAME\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Public\ARToolkitDevice.h
//NFT
#define PAGES_MAX 10
Where PAGES_MAX is the number of maximum allowed NFT markers.
Originally posted by TDK0014 View PostHi Adam
I use the plugin to a menth, make my some project. I find the MarkersNFT just detected page 0 - 9, can't detected more MarkersNFT.
So, I want to know add page 10 to more MarkersNFT
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Hello,
I am glad it's working now!
Can you please share what to modify ? I did not experience this problem during my tests.
Originally posted by digitald82 View PostI can confirm that my problem is related to case sensitivity in the paths. I made some modification to ARToolkitDevice.cpp and that fixed it. My guess is iPhoneLaunched is not getting set correctly which is causing the wrong paths to be used.
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