Where is the UpdatesForAndroid folder located? I can’t seem to find it. I am using the demo version before purchasing, is it available in the demo version? Thanks!
File does not exist. Make sure you specified correct file name.
The DEMO version is only working on windows in Unreal Editor.
Ok Let me try to run the scene without the plugin thats a good point. I’ll get back to you on this.
Blank level tutorial
I’m finding this plugin very useful, I’ve written a short tutorial on creating a completely blank level though honestly it’s as much for my own benefit so I can remember what I did
I figure I might as well share it in case it’s of use to anyone else!
I’m having trouble with running this on my Nexus 9. It works just fine some of the time, but other times it will run for a few seconds and then hard reset the tablet, rebooting it!
It’s weird because it works just fine on my much older Galaxy S4 and never crashes.
Has anyone else experienced this?
The adb logcat output isn’t giving me much to go on, only that it occurs as below:
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
04-02 14:08:29.083 2671 2686 D UE4 : [2016.04.02-13.08.29:083] 0]LogInit: Object subsystem initialized
04-02 14:08:29.083 2671 2686 D UE4 : [2016.04.02-13.08.29:083] 0]LogAndroid: Requires 32BPP Encoding: no
04-02 14:08:29.084 2671 2686 D UE4 : [2016.04.02-13.08.29:084] 0]LogAndroid: Requires Mosaic: no
04-02 14:08:29.084 2671 2686 D UE4 : [2016.04.02-13.08.29:084] 0]LogAndroid: Setting Width=2048 and Height=1536 (requested scale = 0 = auto)
<---- Crashes here, according to logcat. The following lines are from when it works. ---->
04-02 14:08:29.084 2671 2686 D UE4 : [2016.04.02-13.08.29:084] 0]LogAndroid: Checking 16 rules from DeviceProfile ini file.
04-02 14:08:29.084 2671 2686 D UE4 : [2016.04.02-13.08.29:084] 0]LogAndroid: Default profile: Android_Default
04-02 14:08:29.084 2671 2686 D UE4 : [2016.04.02-13.08.29:084] 0]LogAndroid: GpuFamily: NVIDIA Tegra
04-02 14:08:29.085 2671 2686 D UE4 : [2016.04.02-13.08.29:085] 0]LogAndroid: GlVersion: OpenGL ES 3.1 NVIDIA 343.00
04-02 14:08:29.085 2671 2686 D UE4 : [2016.04.02-13.08.29:085] 0]LogAndroid: AndroidVersion: 6.0.1
04-02 14:08:29.085 2671 2686 D UE4 : [2016.04.02-13.08.29:085] 0]LogAndroid: DeviceMake: htc
04-02 14:08:29.085 2671 2686 D UE4 : [2016.04.02-13.08.29:085] 0]LogAndroid: DeviceModel: Nexus 9
04-02 14:08:29.085 2671 2686 D UE4 : [2016.04.02-13.08.29:085] 0]LogAndroid: Selected Device Profile: [Android_TegraK1]
Does anyone have any ideas?
Is this a nexus 9 issue? My suspicion is that it’s something to do with accessing the camera, perhaps buffer issues, memory usage or similar. But I don’t have much to go on.
Thanks for the information. I was able to get the android demo working on my S6! However, the viewing angle only seemed to work when I was looking at the markers from almost straight above (camera was perpendicular to markers). I thought it might be glare on the paper from the ink so I tried it using the markers from my computer screen and got the same results. Also, the motorcycle is an unshaded gray. Has anyone else experienced these issues?
Hi ! Great tutorial!
Hello, you plugin is great!
I bought it with personal license (99$) and compile to windows — working great!
But it does not working in Android — write “webcamra init error”
Please, help!
P.S. build the whole engine from source 4.10 like you write here — http://www.unreal4ar.com/documentation/ (3. Android)
P.P.S. setup from «*.apk» on Anroid device
Hi,
You will also need the .obb file.
Use the .bat file (located in your staging directory) for installing the app to your phone, or use the button from the editor for testing purposes.
I hope it helps!
Thanks for ansver.
I try that, but «webcam init error» is come back.
I need help
P.S.
- I’m rebuild Unreal Engine — 4.9 and 4.10, like you write in instruction.
- create clear c++ project
- copy files
- compile the project
- installing app to my phone by using .bat file
- app is working, show me the butons, but «webcam init error»
But, then I project from Unreal Engine editor — it started to work on my phone well. (phone — micromax D303, android 4.4.2)
But, after recompile and setup to different device — it show me buttons and «webcam init error»
Pleas, help, I don’t understending…
So it appears that multi material is working on mobile.
To test it I made a couple simple materials that used constants for base color. Then I mapped the materials to their slots in the details view of my custom mesh. This worked on an and ipad air 2.
I think the build issue i was having before had to do with my source texture format perhaps? Not sure but I will looking more into it.
Hi,
can anyone explain me how to create my own marker ? I tried to found but didnt found anything useful.
- Create your own markers following the original ARToolkit documentation:
NFT marker:
Fiducial marker:
-
Copy the new files into YOUR_PROJECT/Content/ARToolkit/Data or DataNFT
-
Add the new market to Markers or MarkerNFT enumerations (inside UE4 editor, content browser/blueprints)
-
After the steps above you will be able to use your new markers!
when run this demo gives me oob error?
Which DEMO ?
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 ,
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.
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!