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Early Access for ARKit for iOS available now on GitHub

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  • replied
    Originally posted by Shin_ji View Post

    You got it, VM with OSX and Xcode installed, configured for remote building.
    Makes sense, I heard that you can't install Unreal in VM due to some hardware acceleration or other reason (I forget) but if it works for remote building then that's great!

    Leave a comment:


  • replied
    Originally posted by CGough View Post
    I'd be interested to know how you've got it working on Windows. Is the ARKit now compatible on windows with the new release? or have you set up a virtual machine that has iOS, XCode and the sort installed there?
    You got it, VM with OSX and Xcode installed, configured for remote building.

    Leave a comment:


  • replied
    I'd be interested to know how you've got it working on Windows. Is the ARKit now compatible on windows with the new release? or have you set up a virtual machine that has iOS, XCode and the sort installed there?

    Leave a comment:


  • replied
    Originally posted by Chance Ivey View Post

    It isn't supported with the current version of the engine, however, we plan to bring this functionality back soon.
    I've managed to get it running and compiling on windows with 4.17.2 and remote building on a virtual machine. Can upload the project if there'll be any interest in that.

    Leave a comment:


  • replied
    Many thanks Chance, I just wanted to know so I can be sure I'm saying the right thing to relevant people.

    Leave a comment:


  • replied
    Originally posted by CGough View Post
    Hi all,

    Just to clarify, You can't use this ARKit on a Windows version of UE4? You'll have to have a Mac and use the Mac version?
    It isn't supported with the current version of the engine, however, we plan to bring this functionality back soon.

    Leave a comment:


  • replied
    Hi all,

    Just to clarify, You can't use this ARKit on a Windows version of UE4? You'll have to have a Mac and use the Mac version?

    Leave a comment:


  • replied
    Hi all.

    I've been trying the arkit example. I find that camera feed is lagging a bit behind objects, and everything is sliding a bit. It becomes very clear if you move camera fast. It is also visible on TheUnrealist's youtube video, however he does not move that fast.

    That does not happen on apple's examples, where objects are rock solid onto feed.

    Any way to correct it?

    Leave a comment:


  • replied
    great photo)

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  • replied
    Originally posted by dkloving View Post
    I have followed the video tutorial carefully several times, and all of my successful hit tests return 70,0,100. I tried getting all anchors from the session and got an array of length 0. I am using an iPad 2017 with iOS 11 beta 5 and beta 6. I can use ARKit via Swift and SceneKit, getting valid his responses and placing objects onto real-world planes. The issue seems to only be with UE4.

    Any ideas?


    edit: fixed it with a reinstall of both ue4 and xcode.
    Good to hear, I wonder what the hang-up was... In any case, glad you're working again

    Leave a comment:


  • replied
    Originally posted by patrick.5thwall View Post

    So I had now the chance to test the Unreal ARSample provided by crowl and it works just fine on both iPhone & iPad. No screen or image distortions or stretching - so I went back to the other sample provided from the community video and tried to figure out what could be the problem. As it turns out, it's the material for the background (the one that is replaced by the camera feed).
    I didn't go into detail yet about how or why, but I merged the material and all it's blueprints from the ARSample to the ARKitDemo and used it in the ARKitDemo - and voila, it's working.
    It is very clear there is more to it than shown in the community video, but at this point I didn't have a chance to figure out why exactly. Just happy it works

    Now I need to do the research why! Cheers.
    Check out the Material Functions and you'll see that it's doing a bit of scaling. This solves the issue that patrick.5thwall saw as well

    The math is in those functions but should be a bit more straightforward once we roll out full production support.

    Leave a comment:


  • replied
    Originally posted by patrick.5thwall View Post

    Thanks to this community video I have it now working fine on an iPhone 6S - but I have an issue when I try this on an iPad Pro:
    the camera image is stretched/compressed and distorts the image, in addition the objects placed seem to move when walking around them.

    Any Idead how to fix that?
    So I had now the chance to test the Unreal ARSample provided by crowl and it works just fine on both iPhone & iPad. No screen or image distortions or stretching - so I went back to the other sample provided from the community video and tried to figure out what could be the problem. As it turns out, it's the material for the background (the one that is replaced by the camera feed).
    I didn't go into detail yet about how or why, but I merged the material and all it's blueprints from the ARSample to the ARKitDemo and used it in the ARKitDemo - and voila, it's working.
    It is very clear there is more to it than shown in the community video, but at this point I didn't have a chance to figure out why exactly. Just happy it works

    Now I need to do the research why! Cheers.

    Leave a comment:


  • replied
    Hey everyone, wanted to make sure our new quick start guide is shared here:
    https://www.unrealengine.com/en-US/b...-ue4-and-arkit

    Leave a comment:


  • replied
    Originally posted by Chance Ivey View Post
    BTW, this community-made video outlines the process pretty well. Check it out!
    Thanks to this community video I have it now working fine on an iPhone 6S - but I have an issue when I try this on an iPad Pro:
    the camera image is stretched/compressed and distorts the image, in addition the objects placed seem to move when walking around them.

    Any Idead how to fix that?

    Leave a comment:


  • replied
    Does anyone have ARKit working in UE4 on an iPad 2017?


    edit: Now I do. Fixed it with a reinstall of both ue4 and xcode.
    Last edited by dkloving; 08-24-2017, 09:00 AM.

    Leave a comment:

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