So it appears that multi material is working on mobile.
To test it I made a couple simple materials that used constants for base color. Then I mapped the materials to their slots in the details view of my custom mesh. This worked on an and ipad air 2.
I think the build issue i was having before had to do with my source texture format perhaps? Not sure but I will looking more into it.
I was looking at World’/Game/Maps/ARToolkitAdvanced.ARToolkitAdvanced’ scene in the commercial version of UnrealAR.
I’m trying to do something real simple to this scene. I wish to replace the Harley mesh with my own mesh and I want to be able to change textures or materials using your UI on my own mesh.
Do you think you could tell me how I can change this variable to point to my new mesh?
FYI
I figured out how to change the static mesh mapping AR_Actor_TouchBP
I also found in the MainUI Graph where each button is calling up a new texture for the Harley Mesh’s Material.
But I’m stuck there…I gotta be close to the solution…
So im trying to final a presentation i made with your plugin but the client prefers the orientation to have the home button to the right. This allows the camera on the ipad to be in a more natural position for AR viewing.
So I tried both options quoted above both individually and simultaneously and yet the camera sill is inverted for the ideal setting:
Project Settings -> IOS -> Orientation -> Support landscape right orientation (Checked)
Is their something else in the blueprint that may require the camera to be rotated 180 degrees landscape right is set? I guess another option would be for the UMG ui to not completely rotate but have each button just rotate 180 and stay in place…any thoughts on how to do either?
Here is an image of my mouse and wacom stylus defying gravity for ref.
I tried this and still no results. But i might not be doing the right thing.
Here is what i tried:
Found the c++ file @ PROJECT_PATH/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitDevice.cpp
Searched for “-flipv” and replaced with “-noflipv” in the above cpp file.
Saved it.
Returned to unreal and refresh the xcode project.
Build and Launched on iPad.
Still didn’t work.
Do I need to make a brand new unreal project and copy the contents of the commercial zip again. Then change the cpp file then rebuild it? It seems their must be an easier way.
hii, i just wanna to try this amazing plugin. but unfortunately, i seems can’t open the demo project (i use unreal engine 4.9.2 and unreal engine 4.11.2)?? there is a warning that they can’t find the ARToolkit Module
hallo, i really wanted to try this amazing plugin. i already download the demo project. but i can’t seems get it working. (i can’t open the project). there is an error that said the project is missing ARToolkitPlugin module. can you give me an insight to resolve that??