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[ARkit] Custom Material for Debug Draw Tracked Geometry

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  • replied
    Originally posted by DEDE_pig View Post
    aussieburger Thanks for the project file !

    Im currently facing an issue of the procedural mesh of it blinking out once it created.
    The link below shows a short GIFs of what I meant by blinking out.
    https://imgur.com/AW7OowC
    Was wondering is there anyone facing the same issue ?
    I'm currently using UE4.23 and Xcode 11.

    Thanks !
    I am also experiencing this using an ipad pro, 4.24 and Xcode 11. Works fine on android devices though.

    Leave a comment:


  • replied
    aussieburger Thanks for the project file !

    Im currently facing an issue of the procedural mesh of it blinking out once it created.
    The link below shows a short GIFs of what I meant by blinking out.
    https://imgur.com/AW7OowC
    Was wondering is there anyone facing the same issue ?
    I'm currently using UE4.23 and Xcode 11.

    Thanks !
    Last edited by DEDE_pig; 01-16-2020, 06:36 AM.

    Leave a comment:


  • replied
    Awesome stuff, thanks for posting this up it's very helpful. I have a question for any of you all who can help me out, do any of you know of a way to stop the tracking after the BP_placeable actor is spawned?

    Thanks in advance

    Leave a comment:


  • replied
    Hi guys maybe you know where in the hell is that little de@#%$^&*?****** located in the blueprints. Please let me know if you have seen him around in your projects . . . Thank you in advance Spoted also with Shipping "Build Settings" / ARcore 1.4 / 1.7 / UE4 4.21 / 4.23

    Click image for larger version

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  • replied


    It's normal if there is only some spot where the mesh applies on the floor? I'm using unreal 4.23.0 on IOS. It's working well on Android as always.

    Leave a comment:


  • replied
    Hi, can someone share the zip, as I'm in no way able to download it from the linke above. The strange site always tells me that email-provider is not supported !?

    Leave a comment:


  • replied
    A big great THANK YOU from my side for sharing this

    .. i wondered why all planes where drawing as horizontal planes...verticals where generated as horizontal planes, too.
    I added the actor rotation to your UpdatePlanes-Function and now they are oriented correct for all...everything of your blueprint works really nice...great work.

    that´s only my little drop to your hard work...

    see:
    Click image for larger version  Name:	orientation.jpg Views:	1 Size:	228.0 KB ID:	1618167
    Last edited by kirbytt; 05-11-2019, 09:06 PM.

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  • replied
    Originally posted by aussieburger View Post
    Here is the my surface mesh blueprint that works for ARKit and ARCore added to the default Handheld AR template:

    https://www.filehosting.org/file/det...urfaceMesh.zip

    It's not 100% perfect but has faded edges like the google arcore material does it.

    I added a custom function updatePlanes to the main AR pawn blueprint which loads a proceedural mesh blueprint. It is dynamically resized on tick.
    It was good enough for my project and hopefully helps someone that also wanted to keep their project blueprints

    To put this in your own project:
    1. Migrate the asset: proceduralMesh_BP using the engine migrate function. It will copy the material and texture with it then
    2. Copy the updatePlanes function (located in BP_ARPawn) into your pawn and create all the required variables (just right mouse click on them and hit 'create variable')
    3. Call this function when required



    PS: Someone that understands procedural meshes more could vastly improve that mesh creation logic I have in there I guess to better fit the area
    Please can you post a screenshot of your blueprint as the download link isn't working for me?

    Leave a comment:


  • replied
    Originally posted by aussieburger View Post
    Here is the my surface mesh blueprint that works for ARKit and ARCore added to the default Handheld AR template:

    https://www.filehosting.org/file/det...urfaceMesh.zip

    It's not 100% perfect but has faded edges like the google arcore material does it.

    I added a custom function updatePlanes to the main AR pawn blueprint which loads a proceedural mesh blueprint. It is dynamically resized on tick.
    It was good enough for my project and hopefully helps someone that also wanted to keep their project blueprints

    To put this in your own project:
    1. Migrate the asset: proceduralMesh_BP using the engine migrate function. It will copy the material and texture with it then
    2. Copy the updatePlanes function (located in BP_ARPawn) into your pawn and create all the required variables (just right mouse click on them and hit 'create variable')
    3. Call this function when required



    PS: Someone that understands procedural meshes more could vastly improve that mesh creation logic I have in there I guess to better fit the area
    Thanks for your contribution!! really useful!

    Leave a comment:


  • replied
    Originally posted by Bo Pang View Post
    The ARCore CloudARPin sample also provides a ARPlaneRenderer Actor class that convert ARPlaneGeometry to procedural mesh. It works on both iOS with ARKit and Android with ARCore.

    You can check it out here: https://github.com/google-ar/arcore-...laneRenderer.h
    Hi Bo,
    Just did as you suggested, thanks for sharing. Looking forward to the new AR updates & samples coming up in 4.21, exiting time to be in AR!

    Leave a comment:


  • replied
    The ARCore CloudARPin sample also provides a ARPlaneRenderer Actor class that convert ARPlaneGeometry to procedural mesh. It works on both iOS with ARKit and Android with ARCore.

    You can check it out here: https://github.com/google-ar/arcore-...laneRenderer.h

    Leave a comment:


  • replied
    Tremendous! What a fantastic custom function you've built! Most grateful for this dude!!

    Leave a comment:


  • replied
    Originally posted by aussieburger View Post
    Here is the my surface mesh blueprint that works for ARKit and ARCore added to the default Handheld AR template:
    Thank you so much for sharing this.

    Leave a comment:


  • replied
    Here is the my surface mesh blueprint that works for ARKit and ARCore added to the default Handheld AR template:

    https://www.filehosting.org/file/det...urfaceMesh.zip

    It's not 100% perfect but has faded edges like the google arcore material does it.

    I added a custom function updatePlanes to the main AR pawn blueprint which loads a proceedural mesh blueprint. It is dynamically resized on tick.
    It was good enough for my project and hopefully helps someone that also wanted to keep their project blueprints

    To put this in your own project:
    1. Migrate the asset: proceduralMesh_BP using the engine migrate function. It will copy the material and texture with it then
    2. Copy the updatePlanes function (located in BP_ARPawn) into your pawn and create all the required variables (just right mouse click on them and hit 'create variable')
    3. Call this function when required



    PS: Someone that understands procedural meshes more could vastly improve that mesh creation logic I have in there I guess to better fit the area
    Last edited by aussieburger; 10-12-2018, 10:11 AM.

    Leave a comment:


  • replied
    I managed to do this by duplicating what the ARCore Hellow AR sample project does (It has a working example of this but seems to use some custom ARCore functions). It creates and resizes a procedural mesh component to match the tracked surface geometry on each tick. It was not easy to recreate this in blueprints only so it also works on ARKit , but managed to work it out eventually after a lot of trial and error

    Leave a comment:

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