I have the same issue with ios builds. This error did not occur with previous release v1.4 of the plugin using unreal 4.10.4 while launching to an ios device.
Just ignore the error message at the end for now. It compiles, and the upload to the device is also successful. You can run the application on the phone manually.
Hi ,
I want to purchase your plugin, commercial license($249),and can i see your all C++ code and change
anything? Or something i can’t see or change.
thank you.
Hi,
Yes! It’s open sourced, you can see and change anything!
Appreciate all your hard work on this.
Desperate to move away from Unity and Viewforia
Purchased the commercial version.
Sadly it does not work with Logitech c920 (this is an ARToolkit issue)
Are there any more tutorials other than those listed here (searched google cant find any)
With my limited knowledge of unreal I can do nothing but run the sample scenes.
Any changes I make to use my own assets breaks the project
Hi! I’m interested in the AR Plugin you have, mostly for mobiles. The problem is, I tested the AR Android Demo on a Nexus 5X and an Alcatel and on both devices the UI shows up, but the screen is white and it deson’t detect my marker. Can you please tell me what to do, or what’s the problem ?
Thanks,
Mihai
Did you install it with the included .bat file. Maybe it did not install the .obb file.
Check out this tutorial:
It’s about setting up an AR project from scratch!
Regarding your c920 webcam, do you get any error message ? ( I am using a c910 and works perfectly.)
Sorry, i did manual. It doesn’t recognise none of my devices when i try to install via the .bat file can you point me out on how to solve this ? My pc recongnises the devices, usb drivers installed but when i run the .bat file it says " waiting for device "
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
Hi ,
When trying to package for Android I get the following error:
ERROR: UBT ERROR: Failed to produce item: /Users/…/Documents/Unreal Projects/…/Plugins/ARToolkitPlugin/Binaries/Android/UE4-ARToolkitPlugin-armv7-es2.a
Any idea?
New version of the AR plugin is available to download!
**AR Plugin V1.5 **
– Multiple NFT tracking (simultaneous)
– 2D barcode MATRIX markers 3×3 (0-63)
– Camera positions and rotations are exposed for each markers
– Primary marker, CameraRotation / CameraPosition nodes are no longer available. (instead use CameraRotation / CameraPosition properties of individual markers)
– Portrait mode for mobile devices (iOS – Landscape left, Portrait / Android – Landscape, Portrait)
– New camera field of view adjustment blueprint for portrait mode.
– Updated video materials for portrait mode
– Works with Unreal Engine 4.10, and 4.11 (4.9 version is no longer supported)
Get the plugin from the link below:
http://www.unreal4ar.com
So it was the color space setting ?
Can you send me the full log to info@unreal4a.com ?
Yes.
If I dont select a color space or select the wrong one it crashes.
Its different on the surface pro and different again on the wacom
Is there some way I can set this for distribution, say an ini file or in a blueprint ?
At the moment I have to make the selections every time
Hi ,
How do we get the latest version if we’ve already purchased a prior version?
I’ve already sent out the download link to everybody in email.
You can also login to your account and download the most recent version on http://www.unreal4ar.com/my-account/
(In case you have created a user during the checkout process.)
Are you able to track 3d objects?, in my case Im trying to track a cylindrical object like a can. Is this possible with NFT? Thanks in advance
Unfortunately it’s not possible, it’s working with planar objects only. Maybe in future releases of ARToolKit…
hi,
I have buied your plugin commercial version.
I would like to know your functions (GetMarker, GetMarkerNFT, GetMarkerMATRIX) more detail
what does the parameters about “Position”, “Rotation”, “CameraPosition”, “CameraRotation” mean?
ARToolkitSimple map use “Position”, “Rotation”, ARToolkitAdvanced map use “CameraPosition”, “CameraRotation”
so, does “CameraPosition” and “CameraRotation” mean real world camera position? the origin point(0,0,0) is in “Maker”?
I have sent private mail for you.