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Augmented Reality for UE4

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  • replied
    Originally posted by Taurustar View Post
    With the upgrade now my app crashes at the begining... even I tried to go back to the previous version and it doesn't open first I had a problem with automation tool (I had to rebuild the whole project) and then now my app crashes... even it doesn't show the splash screen
    Are you also using 4.11 Preview ? On which mobile platform do you experience this problem ?

    Leave a comment:


  • replied
    Originally posted by num3ric View Post
    Hi Adam, I am just trying out your plugin for the first time. I am currently getting a crash on BeginPlay() (Windows 10, VS2015, UE 11.0 preview, Logitech C920 HD pro webcam). For some reason, it occurs on arVideoOpen. However, running ArToolkit's simpleTest.c sample with the same settings (-devNum=1 flipV) works fine.


    Am I missing something? Any possible leads? Thanks.
    Hi num3ric,

    UE Version 4.11 is not yet supported, or tested.
    I'll install 4.11 preview 3 today and do the required changes to make the plugin work with it.
    Last edited by AdamHorvath; 01-25-2016, 08:55 AM.

    Leave a comment:


  • replied
    Hi Adam, I am just trying out your plugin for the first time. I am currently getting a crash on BeginPlay() (Windows 10, VS2015, UE 11.0 preview, Logitech C920 HD pro webcam). For some reason, it occurs on arVideoOpen. However, running ArToolkit's simpleTest.c sample with the same settings (-devNum=1 flipV) works fine.

    Click image for larger version

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    Am I missing something? Any possible leads? Thanks.

    Leave a comment:


  • replied
    With the upgrade now my app crashes at the begining... even I tried to go back to the previous version and it doesn't open first I had a problem with automation tool (I had to rebuild the whole project) and then now my app crashes... even it doesn't show the splash screen

    Leave a comment:


  • replied
    Originally posted by Bairock View Post
    Hello! Can I change the way storage of markers ? for example on the desktop ?
    You can't do that using the binary editor demo. Markers are stored in Content/ARToollkit/Data and Content/ARToollkit/DataNFT.
    If you have the source code version you can find the path in the source code (ARToolkitDevice.cpp - LoadMarkers function) and change it, but I would not recommend that.
    Last edited by AdamHorvath; 01-21-2016, 09:38 AM.

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  • replied
    Hello! Can I change the way storage of markers ? for example on the desktop ?
    Last edited by Bairock; 01-20-2016, 04:41 PM.

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  • replied
    New version of the AR plugin is available to download!

    AR Plugin V1.4

    - UnpackData function added for Android builds (extracts data from obb to ue4game)
    - Updated IOS path handling (IPA, lauch on device, shipping builds)
    - IOS camera permission / first run fix
    - Removed FOV / marker position hack
    - Camera position/rotation can be aquired from markers, new camera position/rotation nodes
    - Updated motorbike demo (camera position / rotation is calculated based on the marker)

    Get the plugin from the link below:
    http://www.unreal4ar.com

    Leave a comment:


  • replied
    Originally posted by Midu1995 View Post
    Hi,
    1 How can i change meshes? It is possible in Example version(Free)?
    2 How can i change resolution?
    3 How can i make plugin read more than one QR code?
    1. Select CubeHiro object, and in it's properties there is a static mesh drop down where you can select mesh for the Hiro marker.

    2. On windows -> edit ARToolkitBase blueprint -> Find the Init node and check "Show Pin". It will display a resolution selector window when you play the project. For optimal tracking performance use 4:3 resolutions like 640x480 or 960x720 at minimum of 30FPS

    3. The demo project loads 4 markers by default. If you want more, then add the name of the new marker to the Markers enumeration. (Blueprints/Markers)

    Leave a comment:


  • replied
    Originally posted by Bairock View Post
    Hi guys I have a few questions! Android run fast?? Artoolkit unity3d to run for very long so I gave it up. Could you upload your test project in the Play Store to seamlessly download and watch? and whether it is possible to integrate with the network so that the file is somewhere in the cloud?? you need to make a version with a watermark but with the export of any platform so that people did not arise of such stupid questions XD yet would make video Tutorials (sorry for my English =) )
    Android:

    - ARToolkit runs fine on android, but the overall speed depends on the phone hardware. Motorbike demo project (with post processing , antialiasing, with static shadows) on Samsung S4 mini / LG Leon / LG L90 runs around 40-50FPS )

    IOS

    - iPhone 5S ~ 60FPS running very smoothly with post processing, anti-aliasing, dynamic shadows.

    App Store / Play Store

    You are right, I'll prepare and upload mobile demos to each stores.

    Watermakerd mobile demos

    Unfortunately it won't work. UE4 cannot package / run projects with plugins, without the full C++ source code.

    Tutorials are coming soon. I start documenting everything this week.

    Leave a comment:


  • replied
    Hi,
    1 How can i change meshes? It is possible in Example version(Free)?
    2 How can i change resolution?
    3 How can i make plugin read more than one QR code?

    Leave a comment:

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