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Augmented Reality for UE4

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  • replied
    Hello, after purchasing this plug-in, do you give the source code?

    Leave a comment:


  • replied
    Only the UI is zoomed ? Does the tracking work as it supposed to work ? If so you can modify the main UI widget for your needs.

    Originally posted by wontonanimalchin View Post
    hi adam,
    where should i change some settings to run the app on a tablet. It seems the screen is not full (its too large, like its zoomed in), and i miss some buttons while running it on tablets. Should i do this somewhere in the projectsettings or someplace else?

    Leave a comment:


  • replied
    Did not change anything in this regard. The plugins is only responsible for tracking, all the other stuff is handled by Unreal Engine.

    Originally posted by wontonanimalchin View Post
    gee, i cannot any animations anymore in the project. It works on the laptop perfectly, but once launched at the phone, only static meshes seems to work.
    Very weird, i use the same laptop, same phone, but 4.22 version (i used 4.19 before). Is there anything changed in your plugin?

    Leave a comment:


  • replied
    gee, i cannot any animations anymore in the project. It works on the laptop perfectly, but once launched at the phone, only static meshes seems to work. Very weird, i use the same laptop, same phone, but 4.22 version (i used 4.19 before). Is there anything changed in your plugin?

    Leave a comment:


  • replied
    gee, i cannot any animations anymore in the project. It works on the laptop perfectly, but once launched at the phone, only static meshes seems to work. Very weird, i use the same laptop, same phone, but 4.22 version (i used 4.19 before). Is there anything changed in your plugin?

    Leave a comment:


  • replied
    hi adam,
    where should i change some settings to run the app on a tablet. It seems the screen is not full (its too large, like its zoomed in), and i miss some buttons while running it on tablets. Should i do this somewhere in the projectsettings or someplace else? Click image for larger version

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  • replied
    Hello,

    Can you please post a screenshot highlighting the problem ?

    Originally posted by wontonanimalchin View Post
    hi adam, i am trying to get it workin on my tablet but the screen doesnt fit. It seems i miss some buttons and space when i compare it to my phone. Should i change some resolution somewhere, or some settings in the ue4 projectsettings?

    Leave a comment:


  • replied
    hi adam, i am trying to get it workin on my tablet but the screen doesnt fit. It seems i miss some buttons and space when i compare it to my phone. Should i change some resolution somewhere, or some settings in the ue4 projectsettings?

    Leave a comment:


  • replied
    Do you plan adding Linux support? ArtoolkitX runs on Linux as well.

    Leave a comment:


  • replied
    The latest version of the plugin, is only working with 4.22.

    If you need the previous version for 4.21 please drop me an email to info@uplugins.com with your order id.




    Originally posted by TheOMGman View Post
    Here's a pretty detailed description of how I set up a brand new project to get the files tested.

    1) I create a brand new project with the following settings https://imgur.com/a/JbTgx3n using Unreal Engine 4.21.0

    2) I make sure the project settings are properly configurated for android https://imgur.com/a/FufOqJd

    3) Then, I move the sample project files from the ARPlugin_PERSONAL_v1_14 into the directory of the new project. https://imgur.com/a/Zaw2Wdr (Partially Norwegian, but it basically says "there are 3 files in the ARTest4 directory with the same name, do you want to replace them" to which I mark that I want to replace the 3 files in the ARTest4 directory with the files from SampleProject.

    4) As per the "Getting started" guide, I then refresh Visual Studio 2015 and get this prompt https://imgur.com/a/KeriRZd to which I say "reload"

    5) I exit UE4 and relaunch the project getting this prompt https://imgur.com/a/fzWvm9c which I click "yes" to

    6) When it is about to launch, I get this message https://imgur.com/a/JAPXEV5 and I just click "ok"

    7) When it's launched, there are NO files in ANY of the folders https://imgur.com/a/3TASxM1 and I'm in an empty map with nothing in the World Outline

    8) When I try to launch the game on my Honor 8 running Android 7 (It does not support ARcore) I get the following errors https://imgur.com/a/gyjti3b and ultimately when it launches, its just a black screen.


    I hope me being detailed helps track down any possible mistakes I've made, and hopefully it wasn't overly detailed. Either way, thank you for the help in fixing this!

    Leave a comment:


  • replied
    Here's a pretty detailed description of how I set up a brand new project to get the files tested.

    1) I create a brand new project with the following settings https://imgur.com/a/JbTgx3n using Unreal Engine 4.21.0

    2) I make sure the project settings are properly configurated for android https://imgur.com/a/FufOqJd

    3) Then, I move the sample project files from the ARPlugin_PERSONAL_v1_14 into the directory of the new project. https://imgur.com/a/Zaw2Wdr (Partially Norwegian, but it basically says "there are 3 files in the ARTest4 directory with the same name, do you want to replace them" to which I mark that I want to replace the 3 files in the ARTest4 directory with the files from SampleProject.

    4) As per the "Getting started" guide, I then refresh Visual Studio 2015 and get this prompt https://imgur.com/a/KeriRZd to which I say "reload"

    5) I exit UE4 and relaunch the project getting this prompt https://imgur.com/a/fzWvm9c which I click "yes" to

    6) When it is about to launch, I get this message https://imgur.com/a/JAPXEV5 and I just click "ok"

    7) When it's launched, there are NO files in ANY of the folders https://imgur.com/a/3TASxM1 and I'm in an empty map with nothing in the World Outline

    8) When I try to launch the game on my Honor 8 running Android 7 (It does not support ARcore) I get the following errors https://imgur.com/a/gyjti3b and ultimately when it launches, its just a black screen.


    I hope me being detailed helps track down any possible mistakes I've made, and hopefully it wasn't overly detailed. Either way, thank you for the help in fixing this!

    Leave a comment:


  • replied
    It works with the normal launcher version of UE 4.22, don't need to use the source version.
    Can you please send me a screenshot of the "pop up to replace 3 files" ?


    Originally posted by TheOMGman View Post
    Hey

    Thanks for replying. Copying the files within SampleProject over to the new project (which is a basic template c++ for android development with no starter content) directory, and I get the pop up to replace 3 files, which I click yes on.

    I have a suspicion that I'm meant to use the source version of the Unreal Engine 4 to do this, is that correct? Currently I'm using the normal version.

    Leave a comment:


  • replied
    Hey

    Thanks for replying. Copying the files within SampleProject over to the new project (which is a basic template c++ for android development with no starter content) directory, and I get the pop up to replace 3 files, which I click yes on.

    I have a suspicion that I'm meant to use the source version of the Unreal Engine 4 to do this, is that correct? Currently I'm using the normal version.

    Leave a comment:


  • replied
    Hello,

    I think something is wrong with your project files, make sure to copy all files from the SampleProject directory to your new project directory, not the SampleProject directory.
    There should be no errors when opening the project.

    The sample project has two demo maps one is the Chair demo, the other is the advanced demo with the motorcycle. Both of the maps are located in the Content/Maps directory.
    The default map is the motorcycle demo. If all the files are copied to the proper location you should see / and run the demo on windows with any webcam, and launch on Android and iOS devices.

    http://ar.uplugins.com/getting-started-full-version/


    Originally posted by TheOMGman View Post
    Hey

    Actually, I may believe I'm issues installing your plugin afterall.
    Judging from the name "sample project" and the fact that step 9 in the android section tells you to launch it, I think it's meant to be as a DEMO of some sorts. But when I launch it, it doesn't work as its just a black screen. But the warning starts before then.

    First, When I launch the project, I get the error that there's no default map.
    Secondly, inside of the content browser, there is the "ARToolKit" folder which has "Data" and "DataNFT" subfolders, but everything is empty.
    Third, when I do try to launch it, I get a lot of errors https://i.imgur.com/SesKO4f.png but in the end it will launch, but it'll just be a black screen on my phone.

    I know I've followed the steps in the android section, but it doesn't seem to work. The only saving grace that makes me think that I have it installed correctly is that if I go into level blueprints and turn context off, I can access all the blueprints it seems. The only thing I believe may be the problem is this section at the end of your getting started documentation.


    Why do we need to compile the plugin from source ?

    In Unreal Engine there is no way to package a project that includes a plugin without it’s c++ source code. Also it’s not possible to package a blueprint project with code plugins. Fortunately UNREAL4AR comes with full C++ source code, which makes possible to package any project on any platform.



    But I'm not exactly sure what you mean by that? Does that mean I have to download the source code version of Unreal Engine?
    As always, any help is much appreciated.

    Leave a comment:


  • replied
    Hey

    Actually, I may believe I'm issues installing your plugin afterall.
    Judging from the name "sample project" and the fact that step 9 in the android section tells you to launch it, I think it's meant to be as a DEMO of some sorts. But when I launch it, it doesn't work as its just a black screen. But the warning starts before then.

    First, When I launch the project, I get the error that there's no default map.
    Secondly, inside of the content browser, there is the "ARToolKit" folder which has "Data" and "DataNFT" subfolders, but everything is empty.
    Third, when I do try to launch it, I get a lot of errors https://i.imgur.com/SesKO4f.png but in the end it will launch, but it'll just be a black screen on my phone.

    I know I've followed the steps in the android section, but it doesn't seem to work. The only saving grace that makes me think that I have it installed correctly is that if I go into level blueprints and turn context off, I can access all the blueprints it seems. The only thing I believe may be the problem is this section at the end of your getting started documentation.


    Why do we need to compile the plugin from source ?

    In Unreal Engine there is no way to package a project that includes a plugin without it’s c++ source code. Also it’s not possible to package a blueprint project with code plugins. Fortunately UNREAL4AR comes with full C++ source code, which makes possible to package any project on any platform.



    But I'm not exactly sure what you mean by that? Does that mean I have to download the source code version of Unreal Engine?
    As always, any help is much appreciated.

    Leave a comment:

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