Augmented Reality for UE4

The plan is to ignore the rotation data from these markers. The marker positions would define multiple points on the ground plane and that can be used to compute the camera rotation.

Single marker camera control is problematic for me because there is no ideal place to put that lone marker. This won’t tolerate any obstruction of the camera marker (by an asset marker, human limb, etc). Putting the marker in the center of the playfield is probably the riskiest place for it even if it results in the best camera transform data. Moving the marker to an extreme edge of the playfield (to create an unobstructed center area) can cause assets to appear to float or sink from the ground plane due to error that accumulates with distance.

IF you could give a quick example of the breakdown for the AR Fight Scene. I am looking to do something similar but a gun fight. I was just looking to see what general direction I should go in. Western Shoot out AR Scene. I’d love some input and help. I am new to AR so bare with me please.

I’m little confused, I deployed the app in iOS but the camera looks backwards… any hints about how to solve it? (i have the same configs as Android, even I’m using the same solution that you gave me for android about put my app as Landscape, but the camera looks upside-down)

Project Settings -> IOS -> Orientation -> Uncheck one of the settings (Support landscape left orientation or Support landscape right orientation)

One of them may work.

Hi, this looks amazing , is there any way to integrate 3d objects into landscapes? This is great for using simple marker based 3d objects into a camera environment for close up objects, but I wanted to add 3d models to landscapes and obviously, GPS location data would be more advantageous in this context. does anyone know of anything that can be used that is supported in the unreal engine? So basically Augmented reality with GPS location data. Is it possible?

Hi, I solved the orientation problem (When you are not in Shipping the correct is Landscape Right but when you check “Deploy for Shipment” the correct orientation is Landscape Left) but I have a bigger problem, the AR toolkit is not working on iOS (I tested in iPhone 5c and iPhone 6s Plus), I recompiled the project and followed your documentation step by step… Any hints about why it’s not recognizing the NFT?

NFT is working on IOS. Did you change the resolution of the camera ? Only 4:3 resolutions are working with the NFT. Try with the default CIF setting at first and then try to change it to higher resolutions.

Hi , having some trouble launching the basic project from my iPad. I followed all the steps on the Unreal4AR documentation for creating a c++ project, copied everything over from the sample folder but it won’t work. I haven’t modified anything in the project at this point, it’s all the default setup. Using 4.10. While building for the i get this error - automation tool exitcode=5. Any ideas?

I have created 2 other projects (FPS and Empty) and I can those to the iPad, it seems to be having trouble with the ARToolset though.

No, even I tried with CIF, 480p, 720p and low and still doesn’t work the NFT tracker…

Hi ,

Can you please send me the full log to info@unreal4ar.com ?

Thanks,

Cheers , sent 2 different logs, from PC and Mac, also using version 1.2 of your plugin.

Hi,
I got errors when package apk as follows, please help
-------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Android (Multi:ETC1)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\unreal\project\MyProject5\Plugins\ARToolkitPlugin\Binaries\Android\UE4-ARToolkitPlugin-armv7-es2.a
MainFrameActions: Packaging (Android (Multi:ETC1)): UnrealBuildTool: Total build time: 43.04 seconds
MainFrameActions: Packaging (Android (Multi:ETC1)): CommandUtils.Run: Run: Took 43.0933755s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Android (Multi:ETC1)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (Multi:ETC1)): Program.: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (Multi:ETC1)): Program.: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): E:\unreal\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject5 Android Development E:\unreal\project\MyProject5\MyProject5.uproject -remoteini=“E:\unreal\project\MyProject5” -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.02.19-14.27.22.txt’
MainFrameActions: Packaging (Android (Multi:ETC1)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean
MainFrameActions: Packaging (Android (Multi:ETC1)): ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) MainFrameActions: Packaging (Android (Multi:ETC1)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Android (Multi:ETC1)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Android (Multi:ETC1)): at BuildCommand.Execute() MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Automation.Process(String] CommandLine) MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.InternalUtils.RunSingleInstance(Action1 , Object Param)
MainFrameActions: Packaging (Android (Multi:ETC1)): at AutomationTool.Program.()
MainFrameActions: Packaging (Android (Multi:ETC1)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (Multi:ETC1)): Program.: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Android (Multi:ETC1)): Domain_ProcessExit
MainFrameActions: Packaging (Android (Multi:ETC1)): copying UAT log files…
MainFrameActions: Packaging (Android (Multi:ETC1)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (Multi:ETC1)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Hi,

I can’t see too much from this log fragment, Can you please send me the full log to info@unreal4ar.com
See logfile for details: ‘UnrealBuildTool-2016.02.19-14.27.22.txt’

Thanks,

, just send the output log to you, thanks

Thanks! Just sent you an answer with solution!

Very nice project. How did you get the shadow on the table?

It’s an invisible plane I believe

Thanks . This works in a limited way while the shadow receiver plane is small - my emissive parameter tweak results in a very good transparency. However when the shadow receiver scale grows beyond about 10x the distant edges of the plane show up as a darker gradient and become obvious.

  • have you had a to look into the 2D barcodes?

Hi ,

Is it possible to improve the video quality to e.g. get a 1080p resolution with an iPhone. The “Get Camera Resolution”- seems to not get the best available resolution.