Augmented Reality for UE4

I optimized the plugin for performance, and compatibility to run on low / mid-range devices, also I found that marker detection is more reliable on lower resolutions.

It will be controllable from blueprint in the future.

Currently you can only change it from code.

IOS:

ARToolkitDevice.cpp

NSString *vconf = [NSString stringWithFormat : @“%@ %@ %@ %@ %@”, @“-format=BGRA”, @“-fliph”, @“-flipv”, @“-preset=cif”, @“-position=rear”];

-preset parameter can be::

cif, 480p, 720p, 1080p, low, medium, high

Android:

Change values to 640 x 480.

AndroidJNI.cpp line 95

//Camera
FrameWidth = 320;
FrameHeight = 240

GameActivity.java

surfaceTexture.setDefaultBufferSize(320,240);

later on the same file…

cameraParam.setPreviewSize(320, 240);