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Is there real support for ARKit at Epic?

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    Is there real support for ARKit at Epic?

    Is the iOS/ARKit support just a pet project for someone at Epic or is there real support for this?

    I have been working for a couple of weeks in 4.18 and the ARKit integration is fragmented at best. Where is the camera component from 4.17? Where is the documentation?

    I am genuinely evaluating UnrealEngine vs. Unity. If there is only a half effort in supporting it I need to move on. Unity is making leaps and bounds in mobile AR and it would be sad if Epic stood idly by and let them take it. The end-product quality is here. I would love to stay with UE4 but most importantly, I need a reliable engine to build on.

    Thank you!

    #2
    I second that..

    Comment


      #3
      Well, it´s indeed hard to use right now. Sometimes i think I'm the only one using it =)
      Andy Probst
      Head of R&D / VR - Meilenstein Digital GmbH

      Comment


        #4
        It sucks for me as well, here at my company we do more stuff in Unity than Unreal, I was tasked with some small AR game project to be done with Unreal, however compared to how Unity handles AR, Unreal is still far behind imo. I really don't want to switch to Unity as I hope Unreal will catch up.
        VR/AR Development [Portfolio | YouTube | LinkedIn]

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          #5
          Well, you see we are only four complaining ;-\ On the other hand, Arkit is new tec and not the only thingy epic has to handle ...
          And it,s free !

          Andy Probst
          Head of R&D / VR - Meilenstein Digital GmbH

          Comment


            #6
            You can see somewhat complains on discord, other threads, answer hub. More of questions than complains tbh.

            As far as I'm concerned it's not about complaining over something, it's more about getting some info and feedback as to how to handle stuff that's been developed by the guys at Epic. It is fresh that's correct, however ARKit been implemented into the engine around September afair and still it seems like it is indeed a pet project rather than proper integration.
            VR/AR Development [Portfolio | YouTube | LinkedIn]

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              #7
              Indeed, you'll find many post by me badgering on about AR in Unreal, I really really want to use it both for my work and my own joy, I'm even going to buy a new iPad Pro just because of it but there's next to no documentation on it and no clear clarification of peoples questions.

              I guess all we can do is look at Unity, see what they offer and move on if we feel so.
              Modeller and many other things at Visualisation One

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                #8
                I'd like to add my name to this list. ARKit looks likes something that could help bring AR to the masses, yet I'm finding surprisingly little documentation on how to use it in Unreal Engine 4. I'm researching AR for my company and may have to look into Unity or some other AR tech if I can't find any support in UE4, which is what I'm currently used to using.

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                  #9
                  Has anyone successfully used the ARSample file in 4.18? I simply downloaded, opened, and packaged for iOS. The app won't launch on my iphone 6s. The unreal launch screen comes up, and then the app closes immediately.

                  Comment


                    #10
                    rhizomelabs I believe people have, make sure you have iOS 11 beta or above, your phone might not have the right hardware as well, I can not be sure.

                    I'm still floating around waiting for official clarification on being able to launch without the need for a remote mac (some people said they have)

                    There are plenty of good resources on the answers hub and I often find what I need there.
                    Modeller and many other things at Visualisation One

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                      #11
                      Originally posted by rhizomelabs View Post
                      Has anyone successfully used the ARSample file in 4.18? I simply downloaded, opened, and packaged for iOS. The app won't launch on my iphone 6s. The unreal launch screen comes up, and then the app closes immediately.
                      I tried it but was not able to launch it on my iPhone to test. I'm not by any means an expert, but from the research I did it appears that the test file may have some code that can only be compiled on a mac with xcode, so that could be why it wasn't working on my Windows PC. What I did instead was follow the following tutorial: https://www.youtube.com/watch?v=Z6FAl6v0ax0

                      There's a couple of steps no longer needed, as the video is using an earlier version of UE4 ARKit support: under project settings you'll need to check "Start in AR", you won't need to add an AppleARKitCamera component to your pawn, and you don't need to create a skybox with a camera material--ARKIT takes care of that. The issue I'm having now though is that although I can place objects in AR by tapping on the screen, the objects are only ever placed in the original region where your camera was pointing when you launched the app, no matter where you tap on the screen afterwards. There's very little support out there for ARKit in UE4 so I'm basically trying to figure out what I can and pray that more tutorials are added later.
                      Last edited by PhoenixContact; 11-16-2017, 05:38 PM.

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                        #12
                        Hey there, sorry for the confusion here. We updated ARSample to work with the new ARKit and ARCore implementations in 4.18. YOu can download here here - https://cdn2.unrealengine.com/Unreal...3b0c454317.zip

                        Also, if you're looking to get more information about the project or our AR plans, check out the livestream that we recently had on the topic! - https://www.youtube.com/watch?v=xi1u287Kyhw
                        Let's Connect [Twitter]

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                          #13
                          Originally posted by CGough View Post
                          rhizomelabs I believe people have, make sure you have iOS 11 beta or above, your phone might not have the right hardware as well, I can not be sure.

                          I'm still floating around waiting for official clarification on being able to launch without the need for a remote mac (some people said they have)

                          There are plenty of good resources on the answers hub and I often find what I need there.
                          Packaging for iOS from Windows is not supported currently in 4.18. We hope to have this back soon!
                          Let's Connect [Twitter]

                          Comment


                            #14
                            Originally posted by PhoenixContact View Post
                            I'd like to add my name to this list. ARKit looks likes something that could help bring AR to the masses, yet I'm finding surprisingly little documentation on how to use it in Unreal Engine 4. I'm researching AR for my company and may have to look into Unity or some other AR tech if I can't find any support in UE4, which is what I'm currently used to using.
                            Sorry for the lack of resources. We're looking to bring full documentation online when the API is finalized (shooting for 4.19!) so we're not hosting stale content. For now, have a look at the example content and comments in the 4.18 ARSample - https://cdn2.unrealengine.com/Unreal...3b0c454317.zip
                            Let's Connect [Twitter]

                            Comment


                              #15
                              Originally posted by Chance Ivey View Post

                              Packaging for iOS from Windows is not supported currently in 4.18. We hope to have this back soon!
                              Many thanks Chance, is it even possible? As from what I see ARKit uses xCode so you'd need a mac just for that right? unless Unreal has it included like the Android SDK installers and so forth?
                              Modeller and many other things at Visualisation One

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