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Augmented Reality for UE4

Adam? sorry my comments are very late with being approved

  1. The built in filter is always a trade off between shaky but instant tracking and a more constant float like slower movement. You need to find the settings that fits your needs.
  2. I am sorry but not sure about this, can you please describe it in more detail ?

I want to pack it to Android, how can I use it without packing .Obb file?

Hi Adam,
I have many error with ue4.17 and the last plugin, 1.10.
So many red error.
I’ve followed your instruction for the full version (http://www.unreal4ar.com/getting-started-full-version/)

Thank you

Hello,

Seems like the plugin .dll did not compiled properly. Did you get any error while compiling ? Also the 1.10 plugin version is for 4.18.

For ue 4.17 you will need the v1.9 plugin.

Hello Adam,

we are students working on a AR application. We use Augmented Reality plugin for UE4 and we are on the demo version (composed by blueprint on windows). We have an error while launching the ap on the phone which is “webcam init error”. Is it because we are in a demo version? Or a wrong option on blueprint? we try to change to portrait the device orientation settings in init blueprint. Thank you.

Nice job !

faithfully and best regard,

BinderL

This is because you are using the demo version.
The demo version only works in the editor for building it you need a license.

Hi! The Interaction DEMO video inside the rotation operation in the illusion of how to achieve.Can you provide the next idea? Thank you very much.

Hello,

The DEMO version is only working on windows /macOS from the editor.

I have a fix camera and a white area front that (The area size is almost 50 cm) and a red point (2 mm) for send a position to me.
How much accuracy can i have ? Can i get 1 mm movement ?

there is admin p

I got this error when running ARSampleHarleyEXECUTABLE.

hi adam, i tried to get the mobile phone screen resolution a bit better, i tried 720,480. But the screen turns purple. Is that something familiar to you? i changed it the way you showed here (android)
http://www.unreal4ar.com/mobile-video-resolutions/

And another question, i have great porblems to get this on my phone. Sometimes the export goes well 10 times, but then suddenly it goes wrong. The export is a succes, but the app wont start. And once this happends, there is no way to get this starting again on my phone. (uninstall-install. phone on, phone off,… etc) Sometimes resetten the whole phone can help it.

best regards robert

Hello,

in the video you sow 2 objects in diferents markers in the same camera but on the proyect artoolkitadvance we can read one marker. how to read 2 diferent markers spawning 2 objects(meshes)
https://youtube.com/watch?v=Txwx9MKF0tA

Are you sure the resolution you set is supported by your device ? Can you please try something like 640x480 or 800x600 ?

Hello,

Try the simple demo, it has an example for tracking multiple markers.

thanks it works great right now. Seems again and again a problem with nexus phones. Tried it on a samsung and it looks very good.

Hey it works really good, also my own made nft markers. Now the final step,… Making new scenes on different markers. But man, your levelbp looks complicated. Whats the best practice to do this? Should i copy the bp and make new event ticks? I rather not do that, because too many of these ticks wont work on most phones. When i duplicate the one touch bp and make some other meshes inside, seems a good start. But the way the bp will show and hide i dont understand.

Is this a full implementation of ARToolKit, but in Unreal?
What I mean is, can I use all the features of ARToolKit with this plug-in? And are they all available in blueprints?

Black and White fiducial marker tracking, matrix markers, and NFT tracking are implemented for Windows / Mac / iOS / Android.

Check out the documentation for blueprint nodes:
http://www.unreal4ar.com/blueprint-nodes/