AR Handheld video feed is green

Hi ,
I have opened the AR handheld trmplate on UE 5.6. Have not altered a single setting. I am using a SamsungS24. I have packaged and installed it. When the app uses my camera the screen goes completely green. Have seen comments on tutorial videos that others have the same issue. All i can find is it is a setting issue but no ideas on how to recifty this. Any help please… need to get the camera operating as it should.
Thank you in advance

I’m sorry, but I think this is a bug that may (or may not) be corrected in future release. Unreal Engine jhas been struggling with AR stuf for years now … I hope you’re not in a hurry because this can take a looooong time to be fixed. I had to switch to another engine for my project. It’s sad but Unreal is not to be trusted for AR on phones for now

Thanks. I am working on another project. Just had a fun idea for an AR game that I thought I’d try. Sadly can see no reason why their template unaltered does not work on a high end device.

UPDATE - I don’t think its an AR issue. My other project works fine but has an option to trigger a video played through Sequencer. Worked fine in 5.4 now when i play it my video is green in 5.6, everything else is perfectly fine

Just want to add my experiences to this thread.

I have encountered the same issue on two different test devices: An S22 (Exynos , European verison of the device which uses this GPU, American version uses Snapdragon) and an S23.
Weirdly the green AR passthrough feed is NOT an issue on an old S20.

I am on UE 5.6, using Vulkan.

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Hi guys,

I wanted to leave an update here before I stop for now. I was able to rule out certain causes by comparing devices running the same build / same version and collection data through adb logcat:

I have reproduced the green AR camera feed with the same UE 5.6 Shipping APK on various devices and Android versions:

-a European Galaxy S22 with Xclipse 920
-a Galaxy S24 with Xclipse 940

Rhe identical APK renders correctly on a Galaxy S20 with Mali graphics.

The S22 and S24 run different Google Play Services for AR versions, so the problem is unlikely to be caused by one particular ARCore release. I also ruled out Vulkan SM5, stale cooked content, Mobile MSAA, camera permissions, and a generally broken AR session.

Most importantly, I have built and tested Google’s official native hello ar vulkan sample which renders a completely normal camera feed on the affected S22, and its tracking and plane detection work correctly.

This demonstrats that the S22 camera, Android camera stack, ARCore service, and Xclipse Vulkan driver are capable of providing correct AR when Unreal is removed from the picture.

The remaining likely fault lies in Unreal’s ARCore/Vulkan integration, such as its external camera texture or YCbCr conversion path, although Unreal’s bundled ARCore client library could also contribute.

EDIT: I have tested an untouched UE 5.7 Handheld AR Template on the same S22. The AR passthrough feed is still green , at least plane detection seems work but obviously this is broken.

So upgrading to UE 5.7. does not provide an escape… Maybe testing 5.8 would be a next step, though given the backlogged state of a suspicously relevant bug here makes me feel pessimistic:
https://issues.unrealengine.com/issue/UE-265363