I’m currently working on a project using the Handheld AR template in Unreal Engine 5.5, and I am encountering an issue when building for Android. The build itself compiles and runs fine on my device, but I see the following error in the logs when starting the AR session:
Despite this error, ARCore seems to function correctly, as it is able to detect a plane and place an object in the world. However, I am experiencing an issue where the camera passthrough is missing – the screen is completely black and does not display the live camera feed.
I have tried a few things to fix it, but I’m still not sure what might be causing the issue. If anyone has encountered a similar problem or has any suggestions on how to resolve the camera passthrough issue, I would greatly appreciate your help!
When I downgraded to 5.4.4, I also downgraded the Java version to Java 18, as it is needed by Gradle (Compatibility Matrix). As for the NDK and SDK, I’m using the NDK 26.2.11394342 (r26c - latest supported by UE 5.4), and I can build for SDK 34 (Android 14).
Additionally, I have Mobile HDR enabled for Android but turned off for iOS. This is because iOS renders a black camera when Mobile HDR is on, while Android renders an inverted camera when it’s off.
Thanks for the update. I’m also experiencing this issue with an ARCore app that works in 5.4.3.
I can continue development in 5.4 for now but will also examine the source code to see if I can make a local workaround. If anyone else has already done that, please share the info (as I will do, if I’m able to solve it). The issue tracker says the projected fix is 5.5.3, so probably “not soon.”
Victor: Which branch on GitHub should I watch to see when Epic’s team are working on this? I looked at the list of branches and noted more than one which seemed potentially relevant.
All changes can be seen in UE5/Main, whether the fix is for a released version or for the next version. However, considering the amount of changes that goes in there, it would be easier to look at the issue tracker.
Is there any info regarding this bug you could provide us. As it doesnt seam limited to 5.5.3 versions from my testing. Ive tried using 5.2, 5.3, 5.4 and 5.5.3 which makes me think this is a google issue effecting all GoogleAR Core apps built with Unreal. I’ve also tried a variety of android SDK and NDK setups and project settings changes but nothing will get us passed the missing texture ID errors as mentioned by OP’s post. This is resulting in the black screen even though all the background logic for QR code scanning and tracking is working fine.
We have spent more than the last 6 months building our Google AR Core Android app with Unreal Engine. Targeted at education which was backed by Epic Mega Grants. currently being displayed at the Association of Science Education Conference at the University of Nottingham.
And now we are pretty much dead in the water until we can figure this out, Even a local work around requiring us to edit the source build of Unreal 5.5 would be increadibly healpful in this case.
We have tried messaging our Mega Grant contacts but they are saying they dont know anything about it and they are unable to point us at someone who can help.
5.5.3 went out earlier than expected, but 5.5.4 won’t take as long as a “normal” hotfix and it’s our goal to fix this by then. I will follow up in this thread w. the Github CL when it’s live.