ARCore Error with Handheld AR Template - Screen Black with Camera passthrough missing

Hello Unreal Community,

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:

LogGoogleARCore: Error: SetCameraTextureIds 4 textures

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!

Thanks in advance!

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Also have a black screen on Android 15, Unreal 5.5. That seems broken :frowning:
APK file size 181MB big Unreal AR template…

Update : I downgraded my Unreal Engine version to 5.4, and it’s working now.

I still got the ARCore error tho.

Did you find a solution for 5.5?

Just the ue version or also the sdk ndk java versions?

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.

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Hi @stgdevm , we are encountering the same issue. ARTemplate 5.5 project has a black camera feed.

These are SDK settings.


image

Have you made any breakthroughs on this issue?

We’re aware of the issue and it can be tracked here: Unreal Engine Issues and Bug Tracker (UE-223981)

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.

Same problem. UE5.5

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.

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Has been resolved?

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(post deleted by author)

hello. please did you find a local workaround for the issue? im stuck on it and would be grateful if you did. Thanks

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Sadly, we need to wait until this is fixed in 5.5.3: Unreal Engine Issues and Bug Tracker (UE-223981)

I’m afraid I haven’t been able to work around it. I’ve paused work on that part of the project util UE 5.5.3 hopefully fixes the bug.

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5.5.3 is out.
Has it been fixed?

Hey, no. It has not been fixed with UE5.5.3 .

Ive tried with both the main project and the AR sample project and im still getting the same issue.

Aparently 5.5.3 only fixed 1 bug.

Hey Victor.

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.

leia-youre-my-only-hope

Many thanks,
Jonathan from GDXR

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.

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