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Augmented Reality for UE4

Thx,
but i mean that can i make a different marker, something like in unity. Any image of any size. Do you understand what i’m trying to say ?

Hey Adam,

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…

2016-04-20_12h10_39.png

Hey Adam,

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.
dac959ce7cb544964a745dfadebd356a77935ef2.jpeg

Hi,

I would try to mirror the camera image vertically. You can do it from code only.

In YOUR_PROJECT_PATH/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitDevice.cpp

Find the following line:
NSString *vconf = [NSString stringWithFormat : @"%@ %@ %@ %@ %@", @"-format=BGRA", @"-fliph", @"-flipv", @"-preset=cif", @"-position=rear"];

change to:

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

I think it will fix your issue!

I think you mean NFT markers. You can use any image of your choice as a marker.
https://www.youtube.com/watch?v=jYyIXRymu6c

[QUOTE=AdamHorvath;517087]
I think you mean NFT markers. You can use any image of your choice as a marker.https://youtube.com/watch?v=jYyIXRymu6c[/QUOTE]

Ok, thx again. I will try and write you back.

I tried this and still no results. But i might not be doing the right thing.

Here is what i tried:

  1. Found the c++ file @ PROJECT_PATH/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitDevice.cpp
  2. Searched for “-flipv” and replaced with “-noflipv” in the above cpp file.
  3. Saved it.
  4. Returned to unreal and refresh the xcode project.
  5. 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.

Best,
Kris

hi!!!please help me !!!i am from china ,i pay for your tool but i can not download !!!please help me !QQ图片20160424131809.png

Hi,
is the re method to place AR behind a real object ?

I’ve sent you email with details. I hope it’s been already resolved by now.

Not with a normal webcamera. You need a depth sensor like the Kinect for this.

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??

Thx, i was thinking about this.

Hi Adam. Do you have an update on the ETA for 2D barcode support? Thanks!

Hi David,

I am still working on some updates for v1.5. The good news is that the 2D barcode part is ready.
if you want to beta test it please send me an email to info@unreal4ar.com.

Hi Adam,

just getting started with your plugin (looks great!) but… just to avoid confusion, you may want to change the dates in your changelog.txt to 2016 :smiley:

Cheers
Michael

Hi Adam,

I’ve been trying to get your plugin to work on Android but have been running into issues. I followed all of the steps in your documentation but keep getting errors when trying to launch to Android. Below is a snippet of the errors in the output log.

I should note that it does work when running for windows but launching to android does not.


LogPlayLevel: UnrealBuildTool: Creating makefile for AR_Mobile_Compile (project files are newer)
LogPlayLevel: UnrealBuildTool: NDK version: 19, GccVersion: 4.8
LogPlayLevel: UnrealBuildTool: Compiling Native code with NDK API 'android-19'
LogPlayLevel: UnrealBuildTool: Performing 2 actions (9 in parallel)
LogPlayLevel: UnrealBuildTool: [1/2] clang++.exe Module.Launch.cpp [armv7-es2]
LogPlayLevel: UnrealBuildTool: In file included from D:/Users/dsenter/Documents/Unreal Projects/AR_Mobile_Compile/Intermediate/Build/Android/AR_Mobile_Compile/Development/Launch/Module.Launch.cpp:6:
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\old_AndroidJNI.cpp(15,9) :  error: redefinition of 'GJavaVM'
LogPlayLevel: UnrealBuildTool: JavaVM* GJavaVM;
LogPlayLevel: UnrealBuildTool:         ^
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\AndroidJNI.cpp(15,9) :  note: previous definition is here
LogPlayLevel: UnrealBuildTool: JavaVM* GJavaVM;
LogPlayLevel: UnrealBuildTool:         ^
LogPlayLevel: UnrealBuildTool: In file included from D:/Users/dsenter/Documents/Unreal Projects/AR_Mobile_Compile/Intermediate/Build/Android/AR_Mobile_Compile/Development/Launch/Module.Launch.cpp:6:
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\old_AndroidJNI.cpp(18,31) :  error: redefinition of 'VirtualKeyboardWidget'
LogPlayLevel: UnrealBuildTool: static IVirtualKeyboardEntry *VirtualKeyboardWidget = NULL;
LogPlayLevel: UnrealBuildTool:                               ^
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\AndroidJNI.cpp(18,31) :  note: previous definition is here
LogPlayLevel: UnrealBuildTool: static IVirtualKeyboardEntry *VirtualKeyboardWidget = NULL;
LogPlayLevel: UnrealBuildTool:                               ^
LogPlayLevel: UnrealBuildTool: In file included from D:/Users/dsenter/Documents/Unreal Projects/AR_Mobile_Compile/Intermediate/Build/Android/AR_Mobile_Compile/Development/Launch/Module.Launch.cpp:6:
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\old_AndroidJNI.cpp(25,33) :  error: redefinition of 'OnActivityResultDelegate'
LogPlayLevel: UnrealBuildTool: FOnActivityResult FJavaWrapper::OnActivityResultDelegate;
LogPlayLevel: UnrealBuildTool:                                 ^
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\AndroidJNI.cpp(25,33) :  note: previous definition is here
LogPlayLevel: UnrealBuildTool: FOnActivityResult FJavaWrapper::OnActivityResultDelegate;
LogPlayLevel: UnrealBuildTool:                                 ^
LogPlayLevel: UnrealBuildTool: In file included from D:/Users/dsenter/Documents/Unreal Projects/AR_Mobile_Compile/Intermediate/Build/Android/AR_Mobile_Compile/Development/Launch/Module.Launch.cpp:6:
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\old_AndroidJNI.cpp(41,20) :  error: redefinition of 'FindClassesAndMethods'
LogPlayLevel: UnrealBuildTool: void FJavaWrapper::FindClassesAndMethods(JNIEnv* Env)
LogPlayLevel: UnrealBuildTool:                    ^
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\AndroidJNI.cpp(41,20) :  note: previous definition is here
LogPlayLevel: UnrealBuildTool: void FJavaWrapper::FindClassesAndMethods(JNIEnv* Env)
LogPlayLevel: UnrealBuildTool:                    ^
LogPlayLevel: UnrealBuildTool: In file included from D:/Users/dsenter/Documents/Unreal Projects/AR_Mobile_Compile/Intermediate/Build/Android/AR_Mobile_Compile/Development/Launch/Module.Launch.cpp:6:
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\old_AndroidJNI.cpp(103,22) :  error: redefinition of 'FindClass'
LogPlayLevel: UnrealBuildTool: jclass FJavaWrapper::FindClass(JNIEnv* Env, const ANSICHAR* ClassName, bool bIsOptional)
LogPlayLevel: UnrealBuildTool:                      ^
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\AndroidJNI.cpp(113,22) :  note: previous definition is here
LogPlayLevel: UnrealBuildTool: jclass FJavaWrapper::FindClass(JNIEnv* Env, const ANSICHAR* ClassName, bool bIsOptional)
LogPlayLevel: UnrealBuildTool:                      ^
LogPlayLevel: UnrealBuildTool: In file included from D:/Users/dsenter/Documents/Unreal Projects/AR_Mobile_Compile/Intermediate/Build/Android/AR_Mobile_Compile/Development/Launch/Module.Launch.cpp:6:
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\old_AndroidJNI.cpp(110,25) :  error: redefinition of 'FindMethod'
LogPlayLevel: UnrealBuildTool: jmethodID FJavaWrapper::FindMethod(JNIEnv* Env, jclass Class, const ANSICHAR* MethodName, const ANSICHAR* MethodSignature, bool bIsOptional)
LogPlayLevel: UnrealBuildTool:                         ^
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\AndroidJNI.cpp(120,25) :  note: previous definition is here
LogPlayLevel: UnrealBuildTool: jmethodID FJavaWrapper::FindMethod(JNIEnv* Env, jclass Class, const ANSICHAR* MethodName, const ANSICHAR* MethodSignature, bool bIsOptional)
LogPlayLevel: UnrealBuildTool:                         ^
LogPlayLevel: UnrealBuildTool: In file included from D:/Users/dsenter/Documents/Unreal Projects/AR_Mobile_Compile/Intermediate/Build/Android/AR_Mobile_Compile/Development/Launch/Module.Launch.cpp:6:
LogPlayLevel: UnrealBuildTool: D:\Users\dsenter\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Launch\Private\Android\old_AndroidJNI.cpp(117,25) :  error: redefinition of 'FindStaticMethod'
LogPlayLevel: UnrealBuildTool: jmethodID FJavaWrapper::FindStaticMethod(JNIEnv* Env, jclass Class, const ANSICHAR* MethodName, const ANSICHAR* MethodSignature, bool bIsOptional)
LogPlayLevel: UnrealBuildTool:                         ^

@dsenter: looks like you didn’t copy over the AndroidJNI.cpp but instead renamed the old one and left it in the project. So now you have two cpp files trying to define the same methods and classes, causing all kinds of conflicts… and your errors. Move the old files out of the project and then it should work.

Oppps, I see. Thank you! :slight_smile: