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ARKit 4.18 preview 1 - official IOS 11 and XCode 9 - camera feed red?
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Shaisa repliednicksava do you still have this issue? I would double check permissions (e.g. additional plist data) and other settings in project settings involving AR and mobile.
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Shaisa repliedI don't know if it's because of the 4.18.3 hotfix, or not - but if you remove all video feed backgrounds cube that you've created (based on Epic/Apple's documentation for implementing ARKit, this is what you were supposed to do) - it actually works for portrait and landscape. So actually - you don't need anything but a player with a camera that does hit tests. No need for fixes for color and stuff, too. Tested on iPhone 8 with iOS 11.2.2 and UE4.18.3
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Franciscolacarn repliedWhy am I getting a green feed after using the material function? Did I do something wrong here?
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Azad N repliedHey guys. You need to change material type to post process. just easy as that.
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Naitguolf repliedHi! Thanks for this tutorial. Do you know how to add shadows on objects using 4.18 preview4?
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AnadinX repliedI saw a check in for FOV fix for upcoming portrait/landscape so hopefully that will be fixed in p4 or final (whatever is next) it did mention an upcoming hot fix so may even be 4.18.1
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Turk replied4.18p3 here. Turned on Mobile HDR based on a friends test and camera image looks brighter.
Looks like the AR plug-in is disabled by default in p3. Had to remote build to get it on phone on win10.
Any clues on why Portrait mode is weird?
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omigamedev repliedOriginally posted by BGuerreiro View Post
Hi Omigamedev, any luck fixing the dark camera feed?
I am having the same issue
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BGuerreiro repliedOriginally posted by omigamedev View PostI keep testing and I just found out that there's no need for the material, if you remove all the backgrounds (sky and box) and you leave the black it will be filled with the video feed automatically, but to me it looks quite dark, not sure why.
I am having the same issue
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StephaBon repliedI accidentally left the ARKit material off of the camera and off of the world background, and everything works much better. Just black nothingness in the level seems to do the camera passthrough just fine if you "Launch in AR". I don't notice any tint issues at the moment. Using 4.18p2
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Matthew J repliedOriginally posted by Shin_ji View PostWould appreciate any insight from Epic Staff, since most likely we're not dealing with engine issues but wrong setup.
It would be best to keep this thread on the topic of the red tint rendering issue, which we are still looking into and will likely be entering a bug for soon. I see that you have made an Answerhub post for your particular issue here so we'll have someone look into that issue and respond there.
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VirtualLilies repliedSo in regards to AR. I've deployed test project following simple setup with cube placing.
Material function done by skyphyr works, no red screen
Placing cubes following simple OnTouchEvent setup from within level blueprint seems to spawn actors in the world but transform is all messed up, to me it doesn't seem like AR is working here.
App seems to run only in landscape, swapping to portrait breaks aspect ratio.
Would appreciate any insight from Epic Staff, since most likely we're not dealing with engine issues but wrong setup.
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hls333555 repliedOriginally posted by ND_Dwight View Post
Sure.
There is a handy video on YouTube. (https://www.youtube.com/watch?v=Z6FAl6v0ax0) It shows, how to spawn actors at around 12:19. Even though it was made with 4.17, it's still usable. I attached how I did it in 4.18 preview1.
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ND_Dwight repliedOriginally posted by hls333555 View Post
thanks for the reply.actually i have tried this, almost the same blueprint, but after i install the project on my iphone7p,if i touch on the screen nothing spawns actually.but i'm sure the nodes get called because the print string works after the trace success...i really don't know what i'm missing...
I tried to spawn them in the same way in a non AR environment, and it works perfectly.
I now also don't know what's missing or wrong. Could it be a bug?
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