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.
i tired using the example project with my ipad 12.9in
at first it was working with rotation
but after following the Virtual Cameras | Unreal Engine Documentation
instructions I can’t get UE4 to react to the ipad
any thoughts?
Camera rotation did work briefly with these RemoteSession channels set up, but then failed on a subsequent run and couldn’t be used again without commenting the block out.
Anybody else have thoughts on this?
I to had this problem. Removed it and now have movement back through the ARKit function. Weirdly however my vive tracker know longer works through the IPad. It works fine through the PIE window but as sson as I connect via the remote app the camera changes. Any ideas on this? or how its integration works. I wonder if when the remote connection is made its pulling a different Tracker ID
[TR]
These are no longer needed, in an earlier version it was necessary for a project to specify its required channels but now the virtual plugin sets them at runtime.
I imagine the problem is the ARCameraChannel which is both experimental and nothing to do with Virtual Camera
[/TR]
So it looks as though the correct response is not to specify these RemoteSession channels.
Hey guys,
Ive managed to get this to work and connect, ive tried pasting the remote session and removing it from the .ini
But my gyroscope doesnt seem to work at all
Is there something I could be missing?
And does it require Xcode from a mac OS to run
Hi Stylerm,
You shouldn’t need a Mac or Xcode for the virtual camera plugin - just the Unreal Remote 2 app from the app store.
The RemoteSession channels specification should not be included in your DefaultEngine.ini - it will interfere with your camera rotation.
Not sure why your gyroscope wouldn’t be responding if it’s all set up correctly - I imagine you’ve tested it with their example project already. Be aware that it is pretty sensitive to WiFi congestion, so if your network’s not allowing solid data throughput, it can take a while for the iOS device and the desktop session to get in sync with each other. Hmm.
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
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?
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!
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.
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,
If they really give up on steamvr tracking for the virtual camera, that’s really sad…