Augmented Reality for UE4

Hi ,

I’ve got a few tracking issues I’ve been trying to figure out.

First, I’ve been playing with different resolutions on the iPad (this iPad is quite capable of running at the highest resolutions at good fps.) I’ve read that the plugin is designed for a 4:3 aspect ratio, but that pretty much negates anything above 640x480 on the iPad. When running on a non-4:3 resolution, the math to dictate the rotations appears to have issues. When looking from the side, the bike looks reasonably grounded on the marker:

But when viewed from the top, the tail of the bike “lifts” up:


Could you give me any guidance on where the math can be modified to accommodate a different aspect ratio?

The second issue when running at higher resolutions is that it just can’t find the marker. I often find that by backing away (effectively reducing the number of pixels for the marker), it can locate it, and then I can move closer again. The image appears to be clean in the debug view of your example. Can you offer any hints as to what would be affecting the tracking?

The last issue was with the 3x3 matrix markers. I added a Get Marker MATRIX block after the Offset for NFT Marker section and connected a slider output to drive the Marker Id input so the target marker can be changed from the UI. However, regardless of what the input is, the bike always seems to lock onto marker 8. Any thoughts?

Thanks!