AR Mesh Occlusion Solutions

Hi,

yes, I had good results with a procedural mesh created at runtime, based on tracked geometry.
The vectors from the tracked geometry are fed to the procedural mesh creation. It then needs to be triangulated. I calculated that in blueprints, performance was no issue.
Then apply AR camera material on it. It occludes and can receive shadows.

Alternatively just get the extents of a tracked plane and scale a plane.

This approach might become obsolete in UE4.23. It finally implemented mobile AR in the MR MESH COMPONENT.
We’ll see what it can do. The UE4.23 preview version 2 is still too buggy and it does not package, no chance to test it.

Mind, that the tracked geometry of current generation mobile AR is not very accurate. Recognizing a wall and the edges of an open door is hit or miss, especially on lower end devices.
2020 Apple will likely implement accurate depth measuring in their devices, less depending on enough light. Similar to their current TrueDepth Camera technology in iPhoneX and iPadPros, but reaching several meters, not like currently only some cm for close face detection.