yes, bad news, we are several people waiting for this new node. I have the issue on iPhone X with its strange L/H ratio of 2.1
I use your material,it’s user better on ipad,but the world coordinates are not aligned on iphone,how to fix it,thank you.
Is anyone got any update?
It’s the same situation so far. You can make it work but you need to crop the UVs properly. ARCore on the other hand, is much easier since Google provided a node that gives you the right UVs.
I was looking for any new node to crop the UVs in 4.22 preview3, but it looks like nothing new provided from Epic…
That’s disappointing. Has this been reported as a bug?
Yes,Look at this one~Still no respond~
Besides the wrong gamma correction it seemed to work with the 4.20 custom build from Google. I’ve used the material setup which is located in the plugin folder. I didn’t have to mess with the UVs at all. I was using an iPad Pro 12.9’’.
I’m not able to test it with the new iPhones though.
The custom build I’ve used is this one:
[https://github.com/google-ar-unreal/UnrealEngine/tree/4.20-arcore][2]
I hope this helps anyone. Maybe someone could confirm if this also works for the newer iPhones,
Quick edit:
In my case to avoid the gamma correction issue, I had to plug in the “YUV_to_sRGBCustom” node directly.
Good news, I received a response from Epic:
“This is being improved for 4.22, it’s not in the previews yet, and is listed as “in progress” for an engineer. (in progress is the tag for things they’re currently working on, as opposed to todo)”
The issue can be tracked here:
Good news, I received a response from Epic:
“This is being improved for 4.22, it’s not in the previews yet, and is listed as “in progress” for an engineer. (in progress is the tag for things they’re currently working on, as opposed to todo)”
The issue can be tracked here:
Good news, I received a response from Epic:
“This is being improved for 4.22, it’s not in the previews yet, and is listed as “in progress” for an engineer. (in progress is the tag for things they’re currently working on, as opposed to todo)”
The issue can be tracked here:
I checked out the issue but it sounds like they will only look for a solution to access to pass through camera UV. I was hoping to get a fixed ARKitCameraMaterial that we can just “plug and play” like a AR shadow shader in Unity.
We’re still a long way away from getting something like this with uue4:
I disagree. The experience shown in that Twitter video is possible to make right now using ARCore and Blueprints. What part of it do you think is not possible now? You can make that using render targets, ARCore camera UVs and camera texture material nodes and modulated shadows.
Hi virtual, can you show me the way? I mean, how I can cast dynamic shadow in realtime. Any tuto in the web? Thanks
I might write something more in depth when I get the time, but this is a setup that currently works for us in ARCore (tested on different devices) and in portrait only (unless you have a UI that needs to adapt to rotation, it doesn’t make sense to build an AR app for landscape or even allow any rotation). Basically you apply a video material on a plane and set your shadows to modulated (see Use Modulated Shadows | Unreal Engine Documentation but be aware that they are only visible if you set the preview rendering mode to a mobile one, but before switching build light). The screenshots below are what we are using in a project. The min-max values are set at begin play. The values in the array are for portrait.
YUV_to_sRGBcustom
sRGB_to_linear,这两个节点为什么在4.18里面没有找到?