Hi again, we purchased the commercial liscense two days ago. You mentioned in your last post; "I would suggest to use the 2D barcode markers, they are already implemented".
I can't find any implementation in the SampleProject. I only found the Marker Enumeration with 4 entrys.
Am I correct, it is implemented in C++ and I can access by Get Marker MATRIX ?
And how can I convert a bitmap file (tif, bmp, png ??) to this internal patt. binary file format ? Addig entrys into the list is no longer a problem of course. Thanks in advance...
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AdamHorvath repliedHi everyone,
I am pleased to announce the updated version of the plugin!
AR Plugin V1.16 for Unreal Engine 4.24
Available on http://ar.uplugins.com !
GET THE COMMERCIAL VERSION WITH 40% DISCOUNT UNTIL 2019-12-31 !!!
In case you have already purchased the plugin you can download the latest version from your account:
http://ar.uplugins.com/my-account
If you did not create a user during the checkout process send me any email with your # order id to info@uplugins.com and I'll send you a new link.
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AdamHorvath repliedIf you need around 50 , I would suggest to use the 2D barcode markers, they are already implemented. You can download and print them from here: http://ar.uplugins.com/2d-barcode-markers/
If you want image markers I would not recommend to use more than 20 in the same app, as they take some time to load.
Originally posted by Gosettiks View PostHow many markers are possible at most ?. I would like to track a lot of static markers to only re-create camera movement, not object movement.
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Gosettiks repliedHow many markers are possible at most ?. I would like to track a lot of static markers to only re-create camera movement, not object movement.
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AdamHorvath repliedYou can have multiple markers, but only 2D image markers are supported.
Originally posted by Kratos_88 View PostIs it possible to use small 3d printed models as marker? is it possible to have multiple markers?
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Kratos_88 repliedIs it possible to use small 3d printed models as marker? is it possible to have multiple markers?
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IvanLima repliedYes I am using the latest software.
I found that if I turn off the "Support bitcode in Shipping"
I can do the package
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AdamHorvath repliedHello Ivan,
I did some tests on both xCode 10.1 and on the latest 11 version and both worked fine with unreal 4.23 and the latest version of the plugin (v1.5)
I could not reproduce the issue with the compile errors in your logs.
Are you using the latest version (v1.5) of the plugin with 4.23 ?
Originally posted by IvanLima View PostHi Adam
Now I'm trying package for iOS, but I have news problems with plugin.
UATHelper: Packaging (iOS): /Users/ane/Downloads/CDP1/CenarioDosPassaros/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitPlugin.cpp:55:52: error: allocation of incomplete type
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AdamHorvath repliedHi Ivan,
Thanks for the log files. I'll look into the problem, and get back to you.
Originally posted by IvanLima View PostHi Adam
Now I'm trying package for iOS, but I have news problems with plugin.
UATHelper: Packaging (iOS): /Users/ane/Downloads/CDP1/CenarioDosPassaros/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitPlugin.cpp:55:52: error: allocation of incomplete type
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IvanLima repliedHi Adam
Now I'm trying package for iOS, but I have news problems with plugin.
UATHelper: Packaging (iOS): /Users/ane/Downloads/CDP1/CenarioDosPassaros/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitPlugin.cpp:55:52: error: allocation of incomplete type
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AdamHorvath repliedHello,
Does the app run on an actual device ? If not, can you please send me the full crash log to info@uplugins.com ?
Thanks,
Adam
Originally posted by IvanLima View PostI got to package, but I aploaded my AR app to Google and it have an other error.
I made a test on Firebase
It is the result
java.lang.UnsatisfiedLinkError: dlopen failed: file offset for the library "/data/app/com.LimaWorks.CDP_AR-_2CMYLTFOZ3Y6xE7SD-DtA==/lib/arm64/libUE4.so" >= file size: 0 >= 0
FATAL EXCEPTION: main
Process: com.LimaWorks.CDP_AR, PID: 14752
java.lang.UnsatisfiedLinkError: dlopen failed: file offset for the library "/data/app/com.LimaWorks.CDP_AR-_2CMYLTFOZ3Y6xE7SD-DtA==/lib/arm64/libUE4.so" >= file size: 0 >= 0
What is wrong ?Last edited by AdamHorvath; 10-27-2019, 01:12 PM.
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IvanLima repliedI got to package, but I aploaded my AR app to Google and it have an other error.
I made a test on Firebase
It is the result
java.lang.UnsatisfiedLinkError: dlopen failed: file offset for the library "/data/app/com.LimaWorks.CDP_AR-_2CMYLTFOZ3Y6xE7SD-DtA==/lib/arm64/libUE4.so" >= file size: 0 >= 0
FATAL EXCEPTION: main
Process: com.LimaWorks.CDP_AR, PID: 14752
java.lang.UnsatisfiedLinkError: dlopen failed: file offset for the library "/data/app/com.LimaWorks.CDP_AR-_2CMYLTFOZ3Y6xE7SD-DtA==/lib/arm64/libUE4.so" >= file size: 0 >= 0
What is wrong ?
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IvanLima repliedHi Adam
I'm trying to package my project But this error persist
UATHelper: Packaging (Android (ASTC)): In file included from C:/Users/Ivan Lima/Documents/Unreal Projects/CDP/CenarioDosPassaros/Plugins/ARToolkitPlugin/Intermediate/Build/Android/UE4/Shipping/ARToolkitPlugin/Module.ARToolkitPlugin.cpp:3:
UATHelper: Packaging (Android (ASTC)): C:/Users/Ivan Lima/Documents/Unreal Projects/CDP/CenarioDosPassaros/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitDevice.cpp(403,4): warning: Please use ENQUEUE_RENDER_COMMAND instead Please update your code to the new API before upgrading to the next release, otherwise your project will no longer
compile. [-W#pragma-messages]
UATHelper: Packaging (Android (ASTC)): ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): C:/Program Files/Epic Games/UE_4.23/Engine/Source/Runtime/RenderCore/Public\RenderingThread.h(395,2): note: expanded from macro 'ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER'
UATHelper: Packaging (Android (ASTC)): ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,Code) \
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): C:/Program Files/Epic Games/UE_4.23/Engine/Source/Runtime/RenderCore/Public\RenderingThread.h(376,2): note: expanded from macro 'ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_DECLARE'
UATHelper: Packaging (Android (ASTC)): DEPRECATED_MACRO(4.22, "Please use ENQUEUE_RENDER_COMMAND instead")
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): C:/Program Files\Epic Games\UE_4.23\Engine\Source\Runtime\Core\Public\GenericPlatform\GenericPlatformCompilerPreSetup.h(88,45): note: expanded from macro 'DEPRECATED_MACRO'
UATHelper: Packaging (Android (ASTC)): #define DEPRECATED_MACRO(Version, Message) EMIT_CUSTOM_WARNING(Message " Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.")
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): C:/Program Files\Epic Games\UE_4.23\Engine\Source\Runtime\Core\Public\GenericPlatform\GenericPlatformCompilerPreSetup.h(84,3): note: expanded from macro 'EMIT_CUSTOM_WARNING'
UATHelper: Packaging (Android (ASTC)): EMIT_CUSTOM_WARNING_AT_LINE(__LINE__, Warning)
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): C:/Program Files\Epic Games\UE_4.23\Engine\Source\Runtime\Core\Public\Clang\ClangPlatformCompilerPreSetup.h(127,3): note: expanded from macro 'EMIT_CUSTOM_WARNING_AT_LINE'
UATHelper: Packaging (Android (ASTC)): _Pragma(PREPROCESSOR_TO_STRING(message(Warning)))
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): <scratch space>(144,2): note: expanded from here
UATHelper: Packaging (Android (ASTC)): message("Please use ENQUEUE_RENDER_COMMAND instead" " Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.")
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): In file included from C:/Users/Ivan Lima/Documents/Unreal Projects/CDP/CenarioDosPassaros/Plugins/ARToolkitPlugin/Intermediate/Build/Android/UE4/Shipping/ARToolkitPlugin/Module.ARToolkitPlugin.cpp:3:
UATHelper: Packaging (Android (ASTC)): C:/Users/Ivan Lima/Documents/Unreal Projects/CDP/CenarioDosPassaros/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitDevice.cpp(403,4): warning: Please use ENQUEUE_RENDER_COMMAND instead Please update your code to the new API before upgrading to the next release, otherwise your project will no longer
compile. [-W#pragma-messages]
UATHelper: Packaging (Android (ASTC)): C:/Program Files/Epic Games/UE_4.23/Engine/Source/Runtime/RenderCore/Public\RenderingThread.h(397,2): note: expanded from macro 'ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER'
UATHelper: Packaging (Android (ASTC)): DEPRECATED_MACRO(4.22, "Please use ENQUEUE_RENDER_COMMAND instead")
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): C:/Program Files\Epic Games\UE_4.23\Engine\Source\Runtime\Core\Public\GenericPlatform\GenericPlatformCompilerPreSetup.h(88,45): note: expanded from macro 'DEPRECATED_MACRO'
UATHelper: Packaging (Android (ASTC)): #define DEPRECATED_MACRO(Version, Message) EMIT_CUSTOM_WARNING(Message " Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.")
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): C:/Program Files\Epic Games\UE_4.23\Engine\Source\Runtime\Core\Public\GenericPlatform\GenericPlatformCompilerPreSetup.h(84,3): note: expanded from macro 'EMIT_CUSTOM_WARNING'
UATHelper: Packaging (Android (ASTC)): EMIT_CUSTOM_WARNING_AT_LINE(__LINE__, Warning)
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): C:/Program Files\Epic Games\UE_4.23\Engine\Source\Runtime\Core\Public\Clang\ClangPlatformCompilerPreSetup.h(127,3): note: expanded from macro 'EMIT_CUSTOM_WARNING_AT_LINE'
UATHelper: Packaging (Android (ASTC)): _Pragma(PREPROCESSOR_TO_STRING(message(Warning)))
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): <scratch space>(145,2): note: expanded from here
UATHelper: Packaging (Android (ASTC)): message("Please use ENQUEUE_RENDER_COMMAND instead" " Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.")
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): 2 warnings generated.
PackagingResults: Warning: Please use ENQUEUE_RENDER_COMMAND instead Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-W#pragma-messages]
PackagingResults: Warning: Please use ENQUEUE_RENDER_COMMAND instead Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-W#pragma-messages]
UATHelper: Packaging (Android (ASTC)): [9/10] CenarioDosPassaros-Android-Shipping-arm64-es2.so
UATHelper: Packaging (Android (ASTC)): C:/Users/Ivan Lima/Documents/Unreal Projects/CDP/CenarioDosPassaros/Plugins/ARToolkitPlugin/Source/ThirdParty/ARToolkit/lib/Android/armeabi-v7a/libar.a: error adding symbols: File in wrong format
UATHelper: Packaging (Android (ASTC)): clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)
UATHelper: Packaging (Android (ASTC)): Took 68,2462284s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Android (ASTC)): UnrealBuildTool failed. See log for more details. (C:\Users\Ivan Lima\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.23\UBT-CenarioDosPassaros-Android-Shipping.txt)
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
PackagingResults: Error: Unknown Error
I'm using Windows 10, UE4.23 All updated
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AdamHorvath repliedYou did the right way!
So is it loading, but not recognizing the NFT image, or do you get an error while loading ?
Can you show me the NFT image ? Not every image can be used as an NFT. It should have enough feature point to be tracked.
Originally posted by RafaLopera View PostHi AdamHorvath
For the Unreal project I need an NFT Marker created by me. I need 3 files right? .fset .fset3 .iset
Then I put then in the content folder in the ARtoolkit and then inside the DataNFT. Then I open MarkersNFT enum and add the name of the files but it doesnt work for me. I also changed the enum in the blueprint level.
I am working on version 4.23 of Unreal.
thank you all and sorry for my english.
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RafaLopera repliedHi AdamHorvath
For the Unreal project I need an NFT Marker created by me. I need 3 files right? .fset .fset3 .iset
Then I put then in the content folder in the ARtoolkit and then inside the DataNFT. Then I open MarkersNFT enum and add the name of the files but it doesnt work for me. I also changed the enum in the blueprint level.
I am working on version 4.23 of Unreal.
thank you all and sorry for my english.
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