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Augmented Reality for UE4

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  • replied
    Hello David,

    I don't have a trial version but you can check out the executable demos on the link below:
    http://ar.uplugins.com/demo-videos/

    4.25 and 4.26 versions are on the way.



    Originally posted by david.gillespie View Post
    Hi - this looks like a great plugin - do you have a trial so we can verify the functionality is giving us what we want and do you have a version updated for 4.25 yet?

    Leave a comment:


  • replied
    Hi - this looks like a great plugin - do you have a trial so we can verify the functionality is giving us what we want and do you have a version updated for 4.25 yet?

    Leave a comment:


  • replied
    Hi Adam good day; I have the commercial version 1_16 for UE4_24.3, but when creating the project the editor gives me an error that the ARToolkitPlugin module is missing, it recommends rebuilt, but doing so gives me an error that it must be done manually but the truth I don't know what I could do, I hope you can help me; Have a great day.

    Leave a comment:


  • replied
    Hello,

    Please send me the log files to info@uplugins.com

    Best Regards,
    Adam

    Originally posted by nasty 88 View Post
    hi adam,
    i have a sam probleme of salim but in mac os.

    Leave a comment:


  • replied
    hi adam,
    i have a sam probleme of salim but in mac os.

    Leave a comment:


  • replied
    Hi Adam,
    I did all the steps and get the same error!

    Leave a comment:


  • replied
    Hi Adam
    I have an AR project, are you available to work?
    If so let's chat on skype for more details " abosalim314".
    Thanks

    Leave a comment:


  • replied
    Hi Salim,

    You need to compile the plugin first.

    Please check out the getting started guide:
    http://ar.uplugins.com/getting-started-full-version/
    1. CREATING THE SAMPLE PROJECT

    To create the sample project follow the steps below: a. Windows

    1. Install Visual Studio 2015/17 – community editions are also working
    2. Launch unreal engine editor
    3. Create a new C++ code project without starter content
    4. Copy all files from SampleProject directory to your new project directory
    5. In UE4 editor File -> Refresh visual studio project (optional)
    6. Exit from unreal engine editor
    7. Launch your new project from epic launcher
    8. Click on rebuild missing DLLs when prompted
    9. Optional: Click on File -> Package project -> Windows -> Windows 64bit




    Originally posted by salim View Post
    Hi Adam
    I have purchased your plugin and follow your steps to build a project from the sample .
    when I start the project showing me this message
    https://drive.google.com/open?id=1g8...kjZYkxxnq2DFNQ

    can you please tell me how to fix this problem, thanks

    Leave a comment:


  • replied
    Hi Adam
    I have purchased your plugin and follow your steps to build a project from the sample .
    when I start the project showing me this message
    https://drive.google.com/open?id=1g8...kjZYkxxnq2DFNQ

    can you please tell me how to fix this problem, thanks

    Leave a comment:


  • replied


    ARToolkit 5.3

    You can download from here:
    https://drive.google.com/open?id=1bY...Zl9eJ9BtPGQGqM


    Originally posted by cocoa ra View Post
    hi i want to use this plugin with Intel realsense
    so i need to recompile artoolkit library
    which version of artoolkit is in your latest plugin??

    Leave a comment:


  • replied
    hi i want to use this plugin with Intel realsense
    so i need to recompile artoolkit library
    which version of artoolkit is in your latest plugin??
    Last edited by cocoa ra; 02-18-2020, 09:28 AM.

    Leave a comment:


  • replied
    Hello All, I'm still struggling with this - everything is working fine except the people im showing this project to want the model stay on the market when I move away from it and not disappear. Any ideas?

    Otherwise this plugin is fantastic!!!

    Leave a comment:


  • replied
    1.

    The current setup doesn't allow that.


    2.

    Camera settings are not exposed for blueprints.

    In the source code ARToolkitDevice.cpp line 548

    config << "-devNum=" << devNum<<" -flipV ";

    You can add other options after the "-flipV" argument according to the docs
    https://github.com/artoolkitx/artool...tion-reference

    Theoretically it should work, but I had no luck with my logitech webcam.


    Originally posted by ScitechDev View Post

    Hi Adam, thank you for the reply.

    1. With the marker tracking if I have multiple of the same marker on screen, it bugs out and doesn't display a model on either of the markers until I remove both from the view.
    Is there a way to track the first marker, and keep tracking the first marker if another of the same type is added to the view?

    2. This setting does not Save, and I have to go through the checkbox every time, which I do not want, I want to be able to set up the parameters once.
    How I can set web camera source parameters?
    - Resolution
    - FPS
    - Video Format
    - Color Space

    3. Thank you, I managed to get that working

    Leave a comment:


  • replied
    Originally posted by AdamHorvath View Post
    Hello,

    1. No, you have to use different markers.

    2. You can set everything at startup when the "Show PIN" checkbox is checked.
    http://ar.uplugins.com/init/

    My recommendation is to use only 4:3 resolutions like 800x600 or 960x720

    3. Please find all the required tools for creating NFT markers (genTexData.exe is located in the /bin folder)
    https://drive.google.com/open?id=1bY...Zl9eJ9BtPGQGqM

    - Generate the NFT files using the following guide:
    http://web.archive.org/web/201712261...r_nft_training

    To use the new NFT:

    - Put the generated files to Content/ARToolkit/DataNFT
    - Add the name of your marker to the MarkersNFT enumeration in the unreal editor.
    - Use this new name for the GetMarkersNFT node.


    Hi Adam, thank you for the reply.

    1. With the marker tracking if I have multiple of the same marker on screen, it bugs out and doesn't display a model on either of the markers until I remove both from the view.
    Is there a way to track the first marker, and keep tracking the first marker if another of the same type is added to the view?

    2. This setting does not Save, and I have to go through the checkbox every time, which I do not want, I want to be able to set up the parameters once.
    How I can set web camera source parameters?
    - Resolution
    - FPS
    - Video Format
    - Color Space

    3. Thank you, I managed to get that working
    Last edited by ScitechDev; 01-30-2020, 10:11 PM.

    Leave a comment:


  • replied
    There should not be that much jitter, even with the default settings.

    Check out this video:
    https://www.youtube.com/watch?v=9VyhCu1Qxxo


    What is your framerate ?



    Originally posted by Carlos Flores View Post

    Thank you very much for your reply Adam.

    I've been doing some tests with these 3 nodes you recommended. What I could find out was that the set threshold mode and set threshold nodes have to do only with marker recognition by the camera in terms of brights and darks for easy recognition (good to have that, very useful) and the set filter node has more to do with the jittering or vibration at positioning the 3D models in relation to the marker position, but I can't seem to soften the vibration in any way. Is there any other solution I can try to improve the vibration problem? By the way, I cannot increase the size of the marker due to the nature of the project, it needs to be in a certain place and not larger than a certain size to work for the purpose I am pursuing. Do you have any other suggestions?

    Thank you very much.

    Leave a comment:

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