Augmented Reality for UE4

Can you provide the Android Binaries with the free version? Or an APK to test it on Android?

Please find it on the link below:

Hey Iā€™m trying to run this plugin on iOS but am also getting the webcam init error.

Hereā€™s what I was able to get from the logs:



[2016.07.04-05.19.36:109]  0]LogWorld: Bringing up level for play took: 0.003388
[2016.07.04-05.19.36:110]  0]LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
[2016.07.04-05.19.36:124]  0]ARToolkit: Android orientation: Landscape
[2016.07.04-05.19.36:125]  0]ARToolkit: Init started
[2016.07.04-05.19.36:156]  0]ARToolkit: Accessing iOS camera start
[2016.07.04-05.19.36:839]  0]ARToolkit: Camera ok.

[2016.07.04-05.19.36:841]  0]ARToolkit: Camera resolution (352,288)

[2016.07.04-05.19.36:842]  0]ARToolkit: Camera pixel format: 3
[2016.07.04-05.19.36:843]  0]ARToolkit: End of iPhone camera init
[2016.07.04-05.19.36:866]  0]ARToolkit: Video texture created (352,288)

[2016.07.04-05.19.36:866]  0]ARToolkit: Param load start
[2016.07.04-05.19.36:866]  0]ARToolkit: ios full path camera data: /var/mobile/Containers/Data/Application/C1828C87-F188-4B3B-BD4D-ECD4B5BB2664/Documents/iosartest/content/artoolkit/data/camera_para.dat

[2016.07.04-05.19.36:867]  0]ARToolkit:Error: Camera parameter l 


Hi,
How to increase resolution ? at least 720p ā€¦ for mobile devices working without lag ?

This plugin works as smooth as gearvrā€™s passthrough camera?
i want to make something AR in gearVR. This is a good option?

: Quick question, not sure if it has been covered already. Would it be possible to use GPS co-ordinates instead ā€¦ NO I am not making a Pokemon GO clone or anything. One of my clients, who is an architect, is looking for a system that allows him to use GPS co-ordinates to pinpoint areas with a 3D model.

Not even sure if this would be a suitable use case for this plugin.

Thanks

Hello Quinton,

No, itā€™s not yet supported. UNREAL4AR is only capable of tracking markers, and images.

Okay ā€¦ thanks. I think we may have actually worked out a way to handle this situation for our client. Still going to try out your plugin when I get some time. 8-}

getting this error when trying to build apk. i have the paid personal version.

Hi,
I have buied Commercial license( http://www.unreal4ar.com/)

My webcam is logitech C920 (Getting started - HD Pro Webcam C920 ā€“ Logitech ę”Æę“ + äø‹č¼‰)

so, I would like to know how to setting HD(1920 * 1080) display in your plugin?

Hello , thank you for your effort, the demo looks great! I bought a personal license of your plugin, but for the life of me, I cannot follow how to properly setup the project for your Plugin. Yes, I know thereā€™s a documentation page on your website, but itā€™s not really comprehensive. Clicking on the tutorial link takes me to a page which refer to your documentation page. To get my project work I gotta browse through the ARToolkit documentation too. Iā€™m stuck at adding new markers for the project though. Iā€™ve downloaded ARToolkit and generated the .iset , .fset, .fset3 files from my image, but havenā€™t got the slightest clue on what to do other than put them into the DataNFT folder and adding a value to the MarkersNFT enum BP in the editor. What do I have to do next to add them into my project?

So if I may give you a suggestion, could you please make the documentations page on your website a little bit clearer and more comprehensive. Especially for noobs like me :slight_smile: Thanks in advance.

You donā€™t need to do anything elseā€¦

Once you have completed the steps you described above, you can already use your marker in your project.
http://www.unreal4ar.com/get-marker-nft/

New markers should show up in the list when using ā€œLiteral Enum MarkersNFTā€ node.

Hey , Thanks for the response! I finally got it to work, it seems the settings I used when creating the NFT files are not good enough or something, I changed the resolution to higher setting and now it works fine. I do experience weird crashes though, sometimes it triggered, sometimes not, it seems to happen more often when certain part of my NFT marker came into the camera view. Any idea how to solve this?

On another note, Iā€™m trying to track multiple NFT markers, each will different 3D models, once theyā€™re close enough to one another each model will be triggered to do some action. Any ideas how I could do that? Maybe you could point me somewhere to read? Once again, thanks in advance :slight_smile:

Hey , nevermind my last question, just found out how, hereā€™s a video of it: MultiMarkerInteractive with Unreal - YouTube (I still need to figure out the relations between location + rotation in real world vs. in the actors thoughā€¦ Anyway, thanks!

Dear ,

Firstly, I would like to say WOW, your YouTube examples look amazing!

Secondly, please, please, please help!

Thirdly, Iā€™m just new to UE4 but have enjoyed using blueprints but have no experience of C++

System:
PC
Unreal Engine 4.12.5
iPad AIR 2
UNREAL4AR plugin version: v1.5 (Personal Licence)

Iā€™ve created a blank level & have successfully launched it onto my iPad. I hoped, with the purchase of your plugin, the next stage would be even easier and I would simply change your mesh example together with your pattern for mine!

Do you have an example project for the above system setup? If not could you please advise me on how to use your plugin to work with the above setup?

I can see your documentation and it states that I would need a Mac to run your sample project to my iPad but I donā€™t have one. I was hoping to use your blueprints and simply change the details/targets for the mesh & patternā€¦ how can I do this?

The idea was that I would print out my CV and use each page as a pattern to generate the AR on my iPad. I have an interview next Tuesday and have been creating new 3d models for my portfolio that would be viewed as AR with the help of UE4 & your plugin.

Iā€™m desperate - are you able to help?

Regards

Robert

So is iOS supported or not? Please see my comment above! This was my motivation for purchasing the licenseā€¦

Yes, it is supported! From the docs.

  1. iOS

You will need a Mac computer to package your code project for IOS devices!

Setup your iOS development enviroment,

  • unreal engine editor (4.10, 4.11, 4.12 or later)
  • Create a new C++ code project without starter content
  • Copy all files from SampleProject directory to your new project directory
  • In UE4 editor File -> Refresh xcode project (optional)
  • Exit from unreal engine editor
  • your new project from epic launcher
  • Click on rebuild missing DLLs when prompted
  • Go to edit -> project settings -> iOS and import your mobile provision and certificate files
  • Press the ā€œ on iOS deviceā€ button

Iā€™d just like to report that I had no capability of getting the logitech c920 to work. However I looked through the logs and found that it was loading the ā€˜Facerigā€™ software virtual cam. I uninstalled ā€˜Facerigā€™ and then uninstalled the virtual cam from device manager on windows and the sample software now works.

So I can confirm a c920 can work and be that software like that could be the issue.

So the ARSample can load the cam, but the ARFightScene doesnā€™t for me. Though that could be a different issue.
Here is the log for that.


[2016.08.02-13.11.57:634]  0]LogMemory: 23808K allocated in pools (with 2573K slack and 1660K waste). Efficiency 93.03%
[2016.08.02-13.11.57:634]  0]LogMemory: Allocations 124398 Current / 1221647 Total (in 372 pools)
[2016.08.02-13.11.57:634]  0]LogMemory: 
[2016.08.02-13.11.57:682]  0]LogLinker:Warning: CreateImport: Failed to load Outer for resource 'WidgetTree': WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
[2016.08.02-13.11.59:451]  0]LogModuleManager:Warning: ModuleManager: Module 'GameplayDebugger' not found - its StaticallyLinkedModuleInitializers function is null.
[2016.08.02-13.11.59:451]  0]LogAIModule: Creating AISystem for world ARToolkitAdvanced
[2016.08.02-13.11.59:451]  0]LogWorld: Game class is 'Mouse_GameMode_C'
[2016.08.02-13.11.59:457]  0]LogWorld: Bringing World /Game/Maps/ARToolkitAdvanced.ARToolkitAdvanced up for play (tick rate 0) at 2016.08.02-14.11.59
[2016.08.02-13.11.59:459]  0]LogWorld: Bringing up level for play took: 0.007198
[2016.08.02-13.11.59:460]  0]LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
[2016.08.02-13.11.59:463]  0]ARToolkit: Logitech HD Pro Webcam C920

[2016.08.02-13.11.59:463]  0]ARToolkit: Device path: \\?\usb#vid_046d&pid_082d&mi_00#7&2aa2d338&1&0000#{65e8773d-8f56-11d0-a3b9-00a0c9223196}\{bbefb6c7-2fc4-4139-bb8b-a58bba724083}

[2016.08.02-13.11.59:463]  0]ARToolkit: Number of webcams: 1
[2016.08.02-13.11.59:463]  0]ARToolkit: Init started
[2016.08.02-13.11.59:482]  0]ARToolkit: Camera resolution (640,480)

[2016.08.02-13.11.59:482]  0]ARToolkit: Camera pixel format: 1
[2016.08.02-13.11.59:483]  0]ARToolkit: Video texture created (640,480)

[2016.08.02-13.11.59:483]  0]ARToolkit: Param load start
[2016.08.02-13.11.59:483]  0]ARToolkit:Error: Camera parameter load error !!

[2016.08.02-13.11.59:483]  0]LogBlueprintUserMessages: [ARToolkitBaseAdvanced_91] Webcam init error!
[2016.08.02-13.11.59:486]  0]LogInit:Display: Game Engine Initialized.
[2016.08.02-13.11.59:687]  0]LogLoad: Full Startup: 3.77 seconds (BP compile: 0.00 seconds)
[2016.08.02-13.11.59:707]  0]LogOcInput: Can't find Oculus library dev build: is proper Runtime installed? Version: 0.8.0.0
[2016.08.02-13.11.59:767]  0]LogRenderer: Reallocating scene render targets to support 128x128 (Frame:1).
[2016.08.02-13.11.59:863]  1]LogRenderer: Reallocating scene render targets to support 1600x900 (Frame:2).
[2016.08.02-13.12.02:580][162]LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
[2016.08.02-13.12.02:583][162]LogEngine: All Windows Closed
[2016.08.02-13.12.02:583][162]LogWindows: FPlatformMisc::RequestExit(0)
[2016.08.02-13.12.03:604][163]LogExit: Preparing to exit.

Hello,

is it possible to perform multi marker training, like here: https://artoolkit.org/documentation/doku.php?id=3_Marker_Training:marker_multi ?

Thanks!

Are there plans to release a HTC compatible version? Really keen to get this working with a Vive.