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4.20 Virtual Camera Project and Plugin

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  • started a topic 4.20 Virtual Camera Project and Plugin

    4.20 Virtual Camera Project and Plugin

    I've been experimenting with the Virtual Camera project and plugin shipped with 4.20, and figured it might be helpful for those of us working with it to have a central location for sharing information about how it works. Documentation for the Virtual Camera plugin lives here.

    Here's what I've discovered so far:
    • The easiest way to test it that I've found so far is to install Unremote2 on an ARKit-capable iPad, and connect it to the IP address of the PC running the VirtualCameraSample scene. Works pretty well, but is sensitive to network latency.
      • If your performance is poor, check the following:
        • Is your play-in-editor window set to the same resolution as your iPad? Performance will suffer if it's having to scale dynamically.
        • Are you facing a blank wall? ARKit relies on visible geometry to track movements reliably. If you're using it in a room with blank walls, adding markers to the walls can help.
    • Virtual Camera assets and code live in the Virtual Camera plugin. To view these assets, enable Show Engine Content and Show Plugin Content in your content browser's view options.
    • It seems generally to be a good idea to lock rotation on your iPad when using the virtual camera.
    UIClick image for larger version  Name:	VirtualCameraUI.JPG Views:	1 Size:	217.7 KB ID:	1512104
    • UI Elements, Top Row:
      • Hide/Show UI
        • Click image for larger version  Name:	VirtualCamer_ShowUI.JPG Views:	1 Size:	1.0 KB ID:	1512114
        • You can set user options to determine which elements remain displayed when UI is turned off.
      • Focus mode: Manual, Target, Automatic
        • Click image for larger version  Name:	VirtualCamera_FocusMode.JPG Views:	1 Size:	2.3 KB ID:	1512115
        • Be aware that targeted focusing only works while the focus UI is displayed.
        • When using Manual focus, you can dial in a desired focus distance or tap an object in scene to set focus distance.
        • To set a focus target, have the focus UI displayed and tap the target object to set it as the tracked focus object.
        • When using auto-focus, you can move the focus reticle to set your desired focus point.
      • Options
        • Click image for larger version  Name:	VirtualCamera_OptionsButton.JPG Views:	1 Size:	1.3 KB ID:	1512116
        • General Settings
          • Click image for larger version  Name:	VirtualCamera_GeneralSettings.JPG Views:	1 Size:	25.8 KB ID:	1512105
          • Input Source
            • ARKit uses the iPad Pro's ARKit implementation to track the camera position.
            • Vive tracking requires the Steam Controller plugin and Steam VR plugins to be enabled.
          • Playback
          • Global Boom
            • Not yet clear what this describes.
        • Film Format / Aspect Ratio
          • Click image for larger version  Name:	VirtualCamera_FilmFormat.JPG Views:	1 Size:	27.7 KB ID:	1512106
          • Film Format
            • Update the CineCamera Component of the Virtual Camera Pawn to add new camera types.
          • Matte
          • Matte Opacity
        • Focus
          • Click image for larger version  Name:	VirtualCamera_Focus.JPG Views:	1 Size:	31.3 KB ID:	1512107
          • Focus Method
            • Identical to the MTA buttons on the main UI.
          • Focus Distance
          • Focus Visualization
        • Stabilization
          • Click image for larger version  Name:	VirtualCamera_Stabilization.JPG Views:	1 Size:	28.0 KB ID:	1512108
          • Stabilize Movement
          • Stabilize Rotation
        • Axis Locking
          • Click image for larger version  Name:	VirtualCamera_AxisLocking.JPG Views:	1 Size:	35.1 KB ID:	1512109
          • Truck
          • Dolly
          • Boom
          • Tilt
          • Pan
          • Dutch
        • Motion Scale
          • Click image for larger version  Name:	VirtualCamera_MotionScale.JPG Views:	1 Size:	35.5 KB ID:	1512110
          • Truck
          • Dolly
            • Truck and Dolly can be locked in sync with each other using the link button between them.
          • Boom
        • View Freeze
          • Click image for larger version  Name:	VirtualCamera_ViewFreeze.JPG Views:	1 Size:	32.6 KB ID:	1512111
          • Allows you to freeze the view to move to a new physical location for easier tracking.
        • Visibility
          • Click image for larger version  Name:	VirtualCamera_Visibility.JPG Views:	1 Size:	33.3 KB ID:	1512112
        • Presets
          • Click image for larger version  Name:	VirtualCamera_Presets.JPG Views:	1 Size:	31.9 KB ID:	1512113


    .
    Last edited by KevODoom; 08-13-2018, 06:18 PM.

  • replied
    Hey All,
    I have the the Vcam app working great and seems to be connected correctly to the Ipad. The issue is when i try to record, the recording begins and i see the track being recorded in sequencer but when i stop the recording the track disappears. I suspect its me being dumb but has anyone got any advice?

    Leave a comment:


  • replied
    Hey All,

    Im having issues connecting the remote 2 app to my unreal. I downloaded the test project on the document page, made sure everything was correct based on the tutorial but still when I enter in my IP address and try to get it to connect it just sits on the "connecting" screen. Is there something im missing? Do I need to set something up on the app before hand?

    Any help would be greatly appreciated

    Leave a comment:


  • replied
    Originally posted by malcriado View Post
    You can force using the tracker through blueprint and use the "custom" option instead of Arkit in settings
    Also interested if anyone could post the main steps needed to do this?
    I never found a solution either to stop the Unreal Remote 2 app freezing. I wonder if this is why the vive option was removed from 4.22?

    Leave a comment:


  • replied
    Originally posted by malcriado View Post
    You can force using the tracker through blueprint and use the "custom" option instead of Arkit in settings
    May i ask for a bit moredetail how you solved that? Thanks in advance

    Another question is, if somebody figured out, why the steamvr tracking is freezing as soon the ipad unreal remote2 app connects to unreal?
    Last edited by showpixel; 05-08-2019, 07:37 AM.

    Leave a comment:


  • replied
    You can force using the tracker through blueprint and use the "custom" option instead of Arkit in settings

    Leave a comment:


  • replied
    Can we still using vive tracker for the location of Ipad pro?
    I saw the latest official Virtual Camera Plugin document removed the Vive tracker words.
    Now only shows Vicon or Optitrack.
    And I found up there is still a vive tracker unrecognized with unreal remote 2 issue,
    https://issues.unrealengine.com/issue/UE-62706
    If they really give up on steamvr tracking for the virtual camera, that's really sad......

    Leave a comment:


  • replied
    Hey guys,

    check your apple device for arkit compatibility:

    https://developer.apple.com/library/...ityMatrix.html

    Cheers,
    Kuba

    Leave a comment:


  • replied
    I was having the same issue and about ready to give up.
    Removed all of:

    [RemoteSession]
    +Channels=(Name=FRemoteSessionFrameBufferChannel,Mode=Write)
    +Channels=(Name=FRemoteSessionInputChannel,Mode=Read)
    +Channels=(Name=FRemoteSessionARCameraChannel,Mode=Read)
    +Channels=(Name=FRemoteSessionXRTrackingChannel,Mode=Read)

    And it worked fine after that

    Leave a comment:


  • replied
    Try testing on a WiFi network that has zero traffic, just your PC and iPhone. See if you have better luck.
    Keep in mind the amount of data being passed back and forth.

    Leave a comment:


  • replied
    Hello! i was able to connect but it works for 1 second and then freeze. I'm using an ipad pro with everything updated.

    Leave a comment:


  • replied
    Hey guys,

    Does anybody have an idea how to remove preview of camera controls on the pc editor window (PIE) and retain them on tablet window at the same time?

    Thanks!

    Leave a comment:


  • replied
    Hey, has anyone resolved the issue where the movement from the Ipad is not being received by Unreal?
    i tried with and without the changes to the .ini files.
    The joystick navigation data is being sent through fine from the Ipad though.

    I am on 4.20. Using ipad pro, version 2 or 3.
    Thanks!

    Leave a comment:


  • replied
    I just got a new ipad pro (11 inch, IOS 12.1) yesterday and for the life of me cant get the Unreal Remote 2 app to work at all. I only get a black screen for about 10 seconds then the app minimises, no screen to enter IP addresses etc. Is the 11inch somehow incompatible with the app? anyone else successfully run it?

    Leave a comment:


  • replied
    Could be potentially due to the wi-fi congestion, but I have tried it without the channels and it gives me the same issue.
    Ive also tried both sample project and my own and neither seem to pick up gyroscope. I can interact with controls and record, also use camera functions. But the gyroscope movements arent picked up

    Thanks for the response!

    Leave a comment:

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