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Early Access for ARKit for iOS available now on GitHub

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    #16
    [MENTION=3102]Burly[/MENTION] - Interesting. Sounds like we have similar Macs (and I'm testing on an iPhone 7). I tried XCode 9 Beta 2 at one point (and deleted it already), but the editor always crashed no matter what I tried with the dev-ar-kit branch.

    To try out the sample in 4.17p3 I did the following:
    * copy the ARSample directory from dev-ar-kit to a new location
    * open the project with 4.17p3
    * go to plugins in the menu: https://docs.unrealengine.com/latest...mming/Plugins/
    * search for ARKit and enable it
    * your project should now have access to all the ARKit components
    Or at least those were roughly the steps.

    I'm about halfway through dev on my AR project, but I have yet to test it on an actual device =/ Hopefully a fix is coming soon =]

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      #17
      I have the exact same issue with the ARKit Sample project, I cannot get it to launch on a device, and when I package the app and install directly, it crashes a few seconds after opening it. Has anyone got the ARKit Sample project to work on an iOS Device from 4.17 preview 3? I could not get the ArKit Branch on github to compile.

      Comment


        #18
        I found this in my log using the same procedure to get it running from p3.

        Termination Reason: TCC, This app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an NSCameraUsageDescription key with a string value explaining to the user how the app uses this data.
        The fix is to add a key to the plist

        <key>NSCameraUsageDescription</key>
        <string>$(PRODUCT_NAME) camera use.</string>

        In UE4 ->Project settings -> iOS there is an extra PList data field, where you can add the text above.

        Found the solution here

        https://forums.unrealengine.com/show...l=1#post612132

        Now it loads and runs but I get a black screen (camera not working), on to the next fix

        Comment


          #19
          Fixed the black screen by setting the default game mode <doh!>

          Just trying to figure out how to keep the tracking updating now..

          Comment


            #20
            Originally posted by Anadin View Post
            Fixed the black screen by setting the default game mode <doh!>

            Just trying to figure out how to keep the tracking updating now..

            hi,the app can run now, but i still got a black screen even i set the game mode. how you did that?
            Thank you so much.

            Comment


              #21
              Originally posted by eryang View Post
              hi,the app can run now, but i still got a black screen even i set the game mode. how you did that?
              Thank you so much.
              Hmm interesting, for me I loaded the ARSample map, and in its world settings I set the game mode to ARGame Mode. Run thought all the BP's too, make sure there are nodes with red or yellow bars on the bottom.

              Click image for larger version

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                #22
                In the 4.17 "official release" drop, there is not AR sample scene that I see.

                I am able to activate the plugin, build for the device. I even can add an ARKitCameraActor and after adding the plist permissions it asks to activate the camera.

                But still a black screen. What needs to be in the scene? There is not a AR Game mode in that release. I looked into grabbing the project from the github branch but I didn't see the test level in there either.

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                  #23
                  Hmm not sure, I grabbed the whole ARSample folder (after building and running once from Xcode) and then opened that project in 4.17 final.

                  Comment


                    #24
                    Anadin,

                    Where was the actual scene filein that ARSample uproject? I don't see any scene.

                    https://github.com/EpicGames/UnrealE...ree/dev-ar-kit

                    https://github.com/EpicGames/UnrealE...mples/ARSample

                    UPDATE: I am making progress creating it from scratch based on info from this thread. But the lack of documentation for how to use the plugin or in the code is pretty frustrating.
                    https://forums.unrealengine.com/show...11-ARkit/page2

                    UPDATE UPDATE:
                    I did figure out how to get the content. You need to run the Setup.bat on the ARKit branch for github. It will pull down the content. It is not in the repo directly that I can see. I will deconstruct how those are made so we can get some explanation of what all those components do.
                    Last edited by Porky Grout; 08-09-2017, 09:27 PM.

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                      #25
                      Looks like Epic is doing some cleanup.

                      The dev-arkit branch has now been deleted... I was just looking at the pull request that fixed the compilation for XCode 9 Beta 3 & 4 last night, which is now closed.

                      I've been away for a couple weeks, after struggling with that damned arkit branch in my off time through July. I now see in the 4.17 release notes a small blurb about this being an experimental plugin. No other notes or documentation. Haven't fired it up yet, but from above seems like it's a good thing I still have a copy of that ARSample content if nothing is included in the new binary.

                      Is there another place where we should find info and/or get official feedback from Epic? It doesn't seem to be in these forums.

                      I'm glad to see a lot of posts here from several people tackling Unreal AR. There's been a lot of shared frustration picking away at this, and it'd be excellent if we could cobble together a "state of the current" setup guide.
                      Last edited by Burly; 08-12-2017, 12:19 AM.

                      Comment


                        #26
                        Finding the ARSample Project

                        Originally posted by Sheado View Post
                        [MENTION=3102]Burly[/MENTION] - Interesting. Sounds like we have similar Macs (and I'm testing on an iPhone 7). I tried XCode 9 Beta 2 at one point (and deleted it already), but the editor always crashed no matter what I tried with the dev-ar-kit branch.

                        To try out the sample in 4.17p3 I did the following:
                        * copy the ARSample directory from dev-ar-kit to a new location
                        * open the project with 4.17p3
                        * go to plugins in the menu: https://docs.unrealengine.com/latest...mming/Plugins/
                        * search for ARKit and enable it
                        * your project should now have access to all the ARKit components
                        Or at least those were roughly the steps.

                        I'm about halfway through dev on my AR project, but I have yet to test it on an actual device =/ Hopefully a fix is coming soon =]
                        I had cloned the branch I reached from the dev-ar-kit link but what was actually cloned was NOT the dev-ar-kit and thus I didn't have an ARSample project to help get me started. Trying to start from a regular project doesn't allow you to add any of the ARKit objects into the staging area. Is there any way to still get this ARSample project?

                        Comment


                          #27
                          Originally posted by shatieshack78 View Post
                          Is there any way to still get this ARSample project?
                          Maybe someone can upload it.... I need it too

                          Comment


                            #28
                            Hey all, glad to see so many people are diving into the ARKit integration!

                            We did remove the branch from GitHub for now, as 4.17 has it integrated and offers much more current support for ARKit. It's crashing in 4.17 for a number of folks due to the use of a different version of Metal. As is the case with any shiny new tech, implementation on both sides (ARKit API and UE4) is evolving very rapidly and we anticipate a few inevitable changes from now until 4.18 as iOS 11 comes out of beta and rolls out to devices everywhere.

                            We're currently working up a blog on how to get moving with the implementation that is in 4.17 and expect it to be out this next week. Thanks for hanging in there with us in these super early days!
                            Let's Connect [Twitter]

                            Comment


                              #29
                              [MENTION=14973]Chance Ivey[/MENTION] --> Thank you for the update! There are many here who are eager to concentrate on the content side of UE|ARKit, and to move on past the getting-it-setup part ;-)
                              Last edited by Burly; 08-12-2017, 11:54 AM.

                              Comment


                                #30
                                Originally posted by Burly View Post
                                @Chance Ivey --> Thank you for the update! There are many here who are eager to concentrate on the content side of UE|ARKit, and to move on past the getting-it-setup part ;-)
                                Count me as one of you! iOS 11 Beta on device, Xcode 9 Beta 3 and the plugin enabled in 4.17 should get you deploying today BTW.
                                Let's Connect [Twitter]

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