I think u should add the ability to rotate off the y & x axis too for the main source, was the first thing I added.
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Really enjoying the plugin- bought a personal licence and it's pretty intuitive.
Only issue I'm having it adding my own markers.
I've tried generating through Tarotaro. It generates "name.pat" files which I just rename to "patt.name"
They appear to be the same size as the included markers and opening them up in a text editor they seem to be the same format.
I added them to both the data folder with the other makers and added them to the list in blueprint.
However, when launching the app on my phone my custom markers don't work!
Anyone have any luck adding their own markers? And if so, what was your process?
Thanks!
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I just bought a personal license of the plugin and tried it in my windows laptop (windows 10). Unfortunately I always get the error "webcam init error". I also get the error from windows demo (http://www.unreal4ar.com/demo-videos/). In order to solve the issue I made a loop to test different camera's IDs (from 0 to 16) without any success. Any ideas?
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Hi Adam!
I've tried your plugin with multiple custom testmarker but i can't get it to work. If i write them in the "Markers" Enumeration and it recognizes just the first one in the list. Is this a bug or do i something wrong? I'm using UE 4.16.2 and the 1.8 Plugin with personal license. I've tested it in the "ARToolkit Simple" Scene. Sorry for my english.
Thanks in advance!
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Is there a way to use a different marker size besides the default Hiro size provided? I know it's possible with NFT Markers, but those are more complex. Just trying to use regular Markers set to 40mm.
This is currently possible with the Unity plugin which allows you to define the marker size. If it's not possible with the Unreal ARToolkit plugin are there plans to do so AdamHorvath?
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Originally posted by xmak View PostHi.
I had a similar problem and found out that my antivirus was blocking UE from accessing the camera. Disabling camera protection did the trick.
You could also try to start your camera in another program and see if it works.
Hi xmak.
I have kaspersky and I did what you suggested but without any l luck, I still get the same error. I also try disabling the antivirus, and nothing.
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Hello everyone. I bought the full commercial license and I wanted to congratulate you on your work. But I do have one issue which is,
on the first page of this forum and in the second video (the one with the motorcycle) we can see the motorcycle being scaled and rotated.
Can someone please tell me how this is being done. I can't seem to find keyboard shortcuts or mouse controls to achieve this. Thanks in advance.Last edited by jlbert; 07-10-2017, 03:17 PM.
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Hey Adam:
Thanks for the plugin! It is great. We have been using it for an android development and with the new Android version 7, I have noticed an issue specifically with the Google Pixel. The camera does not work on the Pixel, do you have any idea why?
EDIT and ANSWER:
The file path for the obb in the APL file needs to start with Android
"/Android/obb/"
Thanks!Last edited by Bamwd5; 07-11-2017, 02:10 AM.
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Originally posted by emma90 View PostI just bought a personal license of the plugin and tried it in my windows laptop (windows 10). Unfortunately I always get the error "webcam init error". I also get the error from windows demo (http://www.unreal4ar.com/demo-videos/). In order to solve the issue I made a loop to test different camera's IDs (from 0 to 16) without any success. Any ideas?
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Hi Emma,
I am glad to hear it is working now! Did you have any special characters in your project path ?
Originally posted by emma90 View PostMy problem is solved. I just moved the "WindowsNoEditor" folder to C:\\ and executed .exe file with success. I also set camera id to 1 (default value).
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Originally posted by calvin019 View Posthow can I record whats on the users phone?
Android:
https://www.apptamin.com/blog/screen...r-for-android/
iOS:
https://drfone.wondershare.com/scree...-ios-10-9.html
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It's not supported but you can change it from source code.
In \Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp search for patt_width variable. It is set to 80 by default. It is the size of the marker.
Originally posted by DoctorBrowne View PostIs there a way to use a different marker size besides the default Hiro size provided? I know it's possible with NFT Markers, but those are more complex. Just trying to use regular Markers set to 40mm.
This is currently possible with the Unity plugin which allows you to define the marker size. If it's not possible with the Unreal ARToolkit plugin are there plans to do so AdamHorvath?
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