Augmented Reality for UE4

Thanks for the response

I have seen that tutorial and followed the steps with little success
Its ok, this is my issue as I have never used unreal before (but like what I have seen)
Was just hoping for a more end to end tutorial (set up like this, change this, add your stuff and BOOM)

I will work it out.

As for the c920 issue, I may well be wrong but I can make it work with other cams and on my Wacom cintique companion (although cant change it to use the back facing camera)
Win 10 x64 on several PCs, cam works fine for other applications including viewforia

the error is as follows

"MachineId:5C4F276A49534637A2453396F6798BE0
EpicAccountId:8ca40050d3474faeb3ae8ee9626ba110

Assertion failed: IsInRenderingThread() [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 40]

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_RenderCore!FRenderResource::ReleaseResource() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\rendercore\private\renderresource.cpp:41]
UE4Editor_Paper2D!`dynamic atexit destructor for ‘GDummyMaterialSpriteVertexBuffer’'()
ucrtbase
ucrtbase
ucrtbase
UE4Editor_Paper2D!dllmain_crt_process_detach() [f:\dd\vctools\crt\vcstartup\src\startup\dll_dllmain.cpp:109]
UE4Editor_Paper2D!dllmain_dispatch() [f:\dd\vctools\crt\vcstartup\src\startup\dll_dllmain.cpp:209]
ntdll
ntdll
ntdll
kernel32
msvcr120
ARvideo
ARvideo
ARvideo
UE4Editor_ARToolkitPlugin!FARToolkitDevice::Init() [w:\work\ispt\100 st georges tce\development\unreal\enex100 ar v01\enex100_arv02\plugins\artoolkitplugin\source\artoolkitplugin\private\artoolkitdevice.cpp:422]
UE4Editor_ARToolkitPlugin!UARToolkitComponent::execInit() [w:\work\ispt\100 st georges tce\development\unreal\enex100 ar v01\enex100_arv02\plugins\artoolkitplugin\source\artoolkitplugin\public\artoolkitcomponent.h:14]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\class.cpp:4482]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:562]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1916]
UE4Editor_CoreUObject!UObject::execLetBool() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1831]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:781]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\class.cpp:4482]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1150]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\actor.cpp:631]
UE4Editor_Engine!AActor::BeginPlay() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\actor.cpp:2927]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\worldsettings.cpp:148]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gamemode.cpp:623]
UE4Editor_Engine!AGameMode::SetMatchState() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gamemode.cpp:739]
UE4Editor_Engine!AGameMode::StartMatch() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gamemode.cpp:600]
UE4Editor_Engine!UWorld::BeginPlay() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\world.cpp:3159]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\gameinstance.cpp:285]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\playlevel.cpp:3078]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\playlevel.cpp:2326]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\playlevel.cpp:1101]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:1251]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\private\launchengineloop.cpp:2644]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\private.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

P.S. I am an artist not a programmer so fully expect this to be my own ignorance and or stupidity.

UPDATE

Sorted out **MY ** issues with unreal and now able to make things work as needed. (thanks again for making this and putting in the hard yards)

Remaining issues are…
c920 not working with unreal (it works with all the ARToolkit tools) crash is as shown above.
Surface pro 4 and Wacom cintiqu companion both using the front facing camera (looking a the user) I cant find out how to change this.

UPDATE
I have identified the libARvideo.a from ARToolkit as the culprit, apparently it needs variables set to know what camera to use but to be honest… i have no idea what to pass to the environment variable.
Would be cool if this could be done in unreal (maybe it already can but i can not find any mention of it so far)
More reading to do.

UPDATE
Found the place where i set the variable to change camera devNum in init blueprint

UPDATE
Sorted out the c920 issue… sort of
It has to be set to the right colour space or it crashes (in the c920s case that is rgb24)
Now I just have to find a way to set the resolution and colour space within the app so i dont have to do it every time it runs