Augmented Reality for UE4

Hi

I would like to purchase the personal license, and because it is solely for arch viz stuff, what is the limit in terms of resolution from camera feed. (assuming i will be using the high end Surface Pro and Android devices).
Is the support for GPS feed coming in anytime soon? Approx 6month, a year?

Thanks!

Hey , bought a commercial lisesne.

Also wanted to ask about camera resolution, i have looked through the source files. Looks like the line:
if (arVideoGetSize(&xsize, &ysize) < 0) return 0;
I assume this is a openCV thing as well but ill need to do more research.
currently it is setting the camera to low res. Is this dependent on my camera_para.dat file? These are already set up for IOS, but does that mean i can not change the res?

Final production will be on a Ipad pro 9.7"
Thanks.

Hi,

I’ve updated the documentation, with instructions to change the mobile video resolution.

Check it out on the link below:
http://www.unreal4ar.com/mobile-video-resolutions/

Using these instructions, UE 4.12.5 and the latest commercial version of the plugin, I only get a white screen and “webcam init error” message on iPad Air 2. On the Mac itself and by packaging the app (instead of launching from the editor) everything works perfectly.

It seems UE 4.13 also works the same after removing a duplicate inclusion of libARVideo.

Howdy ,

Our team purchased your UnrealAR Commercial Licence, works great in the editor - but it does not package for Android ETC2. The errors when packaging using UE 4.13-release are displayed below. It seems to involve FJavaWrapper Syntax, but our team is not specialized in this sort of thing.

1>------ Skipped Build: Project: ShaderCompileWorker, Configuration: Development_Program Tegra-Android ------
1>Project not selected to build for this solution configuration
2>------ Build started: Project: Sept4th, Configuration: Development_Game Tegra-Android ------
2> Performing full C++ include scan (building a new target)
2> Performing 7 actions (4 in parallel)
2> [1/7] clang++.exe Module.ARToolkitPlugin.cpp [armv7-es2]
2> [3/7] clang++.exe Module.VRGripMotionControllerPlugin.cpp [armv7-es2]
2> [2/7] clang++.exe VRGripMotionControllerPlugin.generated.cpp [armv7-es2]
2> [4/7] clang++.exe Module.SteamVR.cpp [armv7-es2]
2> In file included from <built-in>:358:
2><command line>(73,9): error : ‘WITH_APEX’ macro redefined -Werror,-Wmacro-redefined]
2> #define WITH_APEX 1
2> ^
2> <command line>(71,9) : note: previous definition is here
2> #define WITH_APEX 0
2> ^
2> In file included from <built-in>:358:
2><command line>(73,9): error : ‘WITH_APEX’ macro redefined -Werror,-Wmacro-redefined]
2> #define WITH_APEX 1
2> ^
2> <command line>(71,9) : note: previous definition is here
2> #define WITH_APEX 0
2> ^
2> In file included from F:/UnrealEngine-4.13.0-release/Engine/Plugins/VRGripMotionControllerPlugin/Intermediate/Build/Android/Sept4th/Development/VRGripMotionControllerPlugin/Module.VRGripMotionControllerPlugin.cpp:2:
2>F:\UnrealEngine-4.13.0-release\Engine\Plugins\VRGripMotionControllerPlugin\Source\VRGripMotionControllerPlugin\Private\GripMotionControllerComponent.cpp(245,14): warning : declaration shadows a field of ‘UGripMotionControllerComponent’ -Wshadow]
2> FVector OriginalPosition(GrippedActors*.Actor->GetActorLocation());
2> ^
2> …/Plugins/VRGripMotionControllerPlugin/Source/VRGripMotionControllerPlugin/Public\GripMotionControllerComponent.h(88,10) : note: previous declaration is here
2> FVector OriginalPosition;
2> ^
2> In file included from F:/UnrealEngine-4.13.0-release/Engine/Plugins/VRGripMotionControllerPlugin/Intermediate/Build/Android/Sept4th/Development/VRGripMotionControllerPlugin/Module.VRGripMotionControllerPlugin.cpp:2:
2>F:\UnrealEngine-4.13.0-release\Engine\Plugins\VRGripMotionControllerPlugin\Source\VRGripMotionControllerPlugin\Private\GripMotionControllerComponent.cpp(246,15): warning : declaration shadows a field of ‘UGripMotionControllerComponent’ -Wshadow]
2> FRotator OriginalOrientation(GrippedActors*.Actor->GetActorRotation());
2> ^
2> …/Plugins/VRGripMotionControllerPlugin/Source/VRGripMotionControllerPlugin/Public\GripMotionControllerComponent.h(89,11) : note: previous declaration is here
2> FRotator OriginalOrientation;
2> ^
2> In file included from F:/UnrealEngine-4.13.0-release/Sept4th/Plugins/ARToolkitPlugin/Intermediate/Build/Android/Sept4th/Development/ARToolkitPlugin/Module.ARToolkitPlugin.cpp:3:
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(164,38): error : no member named ‘Buffer’ in ‘FJavaWrapper’
2> gARTImage = (ARUint8*)FJavaWrapper::Buffer; //for AR Toolkit
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(198,20): error : no member named ‘newFrame’ in ‘FJavaWrapper’
2> if (FJavaWrapper::newFrame == false) return; //Do not update the texture if no new frame is available
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(202,15): error : no member named ‘FrameWidth’ in ‘FJavaWrapper’; did you mean simply ‘FrameWidth’?
2> int width = FJavaWrapper::FrameWidth;
2> ^
~
2> FrameWidth
2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: ‘FrameWidth’ declared here
2> extern int FrameWidth;
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(203,16): error : no member named ‘FrameHeight’ in ‘FJavaWrapper’; did you mean simply ‘FrameHeight’?
2> int height = FJavaWrapper::FrameHeight;
2> ^
~~~~~~~~~~~~~~~~~~
2> FrameHeight
2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: ‘FrameHeight’ declared here
2> extern int FrameHeight;
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(204,41): error : no member named ‘Buffer’ in ‘FJavaWrapper’
2> char* yuv420sp = (char*)FJavaWrapper::Buffer;
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(207,22): error : no member named ‘Buffer’ in ‘FJavaWrapper’
2> if (!FJavaWrapper::Buffer) return;
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(262,17): error : no member named ‘newFrame’ in ‘FJavaWrapper’
2> FJavaWrapper::newFrame = false; //Frame processed waiting for a new one
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(358,74): warning : declaration shadows a field of ‘FARToolkitDevice’ -Wshadow]
2> bool FARToolkitDevice::Init(bool showPIN, int devNum, EDeviceOrientation deviceOrientation, EArPatternDetectionMode detectionMode, int32&WebcamResX, int32&WebcamResY, bool&fr){
2> ^
2> …/…/Sept4th/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Public\ARToolkitDevice.h(152,23) : note: previous declaration is here
2> EDeviceOrientation deviceOrientation;
2> ^
2> In file included from F:/UnrealEngine-4.13.0-release/Sept4th/Plugins/ARToolkitPlugin/Intermediate/Build/Android/Sept4th/Development/ARToolkitPlugin/Module.ARToolkitPlugin.cpp:3:
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(432,46): error : no member named ‘FrameWidth’ in ‘FJavaWrapper’; did you mean simply ‘FrameWidth’?
2> WebcamTexture = UTexture2D::CreateTransient(FJavaWrapper::FrameWidth, FJavaWrapper::FrameHeight);
2> ^
~
2> FrameWidth
2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: ‘FrameWidth’ declared here
2> extern int FrameWidth;
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(432,72): error : no member named ‘FrameHeight’ in ‘FJavaWrapper’; did you mean simply ‘FrameHeight’?
2> WebcamTexture = UTexture2D::CreateTransient(FJavaWrapper::FrameWidth, FJavaWrapper::FrameHeight);
2> ^
~~~~
2> FrameHeight
2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: ‘FrameHeight’ declared here
2> extern int FrameHeight;
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(435,15): error : no member named ‘FrameWidth’ in ‘FJavaWrapper’; did you mean simply ‘FrameWidth’?
2> WebcamResX = FJavaWrapper::FrameWidth;
2> ^~~~~~~~~~~~~~~~~~~~~~~~
2> FrameWidth
2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: ‘FrameWidth’ declared here
2> extern int FrameWidth;
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(436,15): error : no member named ‘FrameHeight’ in ‘FJavaWrapper’; did you mean simply ‘FrameHeight’?
2> WebcamResY = FJavaWrapper::FrameHeight;
2> ^~~~~~~~~~~~~~~~~~~~~~~~~
2> FrameHeight
2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: ‘FrameHeight’ declared here
2> extern int FrameHeight;
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(439,10): error : no member named ‘FrameWidth’ in ‘FJavaWrapper’; did you mean simply ‘FrameWidth’?
2> xsize = FJavaWrapper::FrameWidth;
2> ^~~~~~~~~~~~~~~~~~~~~~~~
2> FrameWidth
2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(38,12) : note: ‘FrameWidth’ declared here
2> extern int FrameWidth;
2> ^
2>F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(440,10): error : no member named ‘FrameHeight’ in ‘FJavaWrapper’; did you mean simply ‘FrameHeight’?
2> ysize = FJavaWrapper::FrameHeight;
2> ^~~~~~~~~~~~~~~~~~~~~~~~~
2> FrameHeight
2> F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp(39,12) : note: ‘FrameHeight’ declared here
2> extern int FrameHeight;
2> ^
2> In file included from F:/UnrealEngine-4.13.0-release/Sept4th/Intermediate/Build/Android/Sept4th/Development/SteamVR/Module.SteamVR.cpp:4:
2>F:\UnrealEngine-4.13.0-release\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVR\Private\SteamVRHMD.cpp(66,18): error : extra qualification on member ‘FSteamVRPlugin’
2> FSteamVRPlugin::FSteamVRPlugin()
2> ~~~~~~~~~~~~~~~~^
2> 1 error generated.
2> 2 warnings and 1 error generated.
2> 1 warning and 13 errors generated.
2> 1 error generated.
2>ERROR : UBT error : Failed to produce item: F:\UnrealEngine-4.13.0-release\Sept4th\Plugins\ARToolkitPlugin\Binaries\Android\Sept4th-ARToolkitPlugin-armv7-es2.a
2> Total build time: 26.48 seconds
2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.targets(41,5): error MSB3075: The command “…..\Build\BatchFiles\Build.bat Sept4th Android Development -waitmutex” exited with code 5. Please verify that you have sufficient rights to run this command.
========== Build: 0 succeeded, 1 failed, 2 up-to-date, 1 skipped ==========

UE4.10,4.11,4.12 no longer build using VS2015, so perhaps you can address this issue in the near future. Otherwise your plugin is… -_- !!

Hey,

We used a Logitech C310 HD without problems. Have you tried other webcams?

Hi - I’m having the same problem as rrstuv
Perhaps it is a header issue?
I’m using VS2015.

Hi,

I am working on the updated version for 4.13
Expecting to release it today.

Thank you for your patience!

packaging not working

Hi guys,

I just bought the AR personal edition an worked myself through all the steps to get it running with the modified files for Android packaging running on Visual Studio.
BUT…it doesn´t work :frowning: Both packaging for Windows and Android seem to fail me and I have no idea why. Editor with AR is working just fine.

Here is the log history. Do you have an idea what I could do? Any help would be amazing, I´m trying to get this running all day. Thanks!



LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(1087387642) SRandInit(1087387643).
LogInit: Using version manifest at CL 0 with build ID '321ac6ef-b40d-4b5c-ad63-59e2727d9b21'
LogTaskGraph: Started task graph with 4 named threads and 9 total threads.
LogStats: Stats thread started at 0.145821
LogInit: Version: 4.11.2-0+UE4
LogInit: API Version: 0
LogInit: Compiled (64-bit): Sep  6 2016 19:18:57
LogInit: Compiled with Visual C++: 19.00.24213.01
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4
LogInit: Command line: 
LogInit: Base directory: E:/Downloads/UnrealEngine-4.11/UnrealEngine-4.11/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 0
LogInit: Using libcurl 7.41.0
LogInit:  - built for x86_64-pc-win32
LogInit:  - supports SSL with WinSSL
LogInit:  - other features:
LogInit:      CURL_VERSION_SSL
LogInit:      CURL_VERSION_IPV6
LogInit:      CURL_VERSION_ASYNCHDNS
LogInit:      CURL_VERSION_LARGEFILE
LogInit:      CURL_VERSION_IDN
LogInit:  CurlRequestOptions (configurable via config and command line):
LogInit:  - bVerifyPeer = true  - Libcurl will verify peer certificate
LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
LogInit: Presizing for 16777216 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: TIMO-PC
LogInit: User: Timo
LogInit: CPU Page size=65536, Cores=6
LogInit: High frequency timer resolution =3.416064 MHz
LogMemory: Memory total: Physical=31.9GB (32GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 324.02 MB used, 324.02 MB peak
LogMemory: Process Virtual Memory: 325.62 MB used, 325.62 MB peak
LogMemory: Physical Memory: 9007.92 MB used, 32669.67 MB total
LogMemory: Virtual Memory: 621.41 MB used, 8388608.00 MB total
LogTextLocalizationManager: No translations for ('de-DE') exist, falling back to 'en' for localization and internationalization data.
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI:    0. 'NVIDIA Quadro K4000' (Feature Level 11_0)
LogD3D11RHI:       3007MB of dedicated video memory, 0MB of dedicated system memory, and 16078MB of shared system memory, 2 output[s]
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI:     Adapter Name: NVIDIA Quadro K4000
LogD3D11RHI:   Driver Version: 10.18.13.6256 (internal 10.18.13.6256)
LogD3D11RHI:      Driver Date: 5-10-2016
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogShaderCompilers: Guid format shader working directory is -3 characters bigger than the processId version (C:/Users/Timo/Documents/Unreal Projects/AR_Test/Intermediate/Shaders/WorkingDirectory/13220/).
LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/Timo/AppData/Local/Temp/UnrealShaderWorkingDir/03FAFF844AB1FCF344EE429C93EEA715/'.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.04s 46MB C:/Users/Timo/Documents/Unreal Projects/AR_Test/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Timo/Documents/Unreal Projects/AR_Test/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file C:/Users/Timo/Documents/Unreal Projects/AR_Test/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph:  EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMaterial: Uniform references updated for custom material expression Custom.
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogMeshUtilities: No distributed automatic mesh merging module available
LogUObjectArray: 27672 objects as part of root set at end of initial load.
LogUObjectAllocator: 5590144 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogStreaming:Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Common/Selection_16x.png' error.
LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Common/Selection_16x.png
LogStreaming:Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Common/Selection_16x.png' error.
LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Common/Selection_16x.png
LogStreaming:Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Common/Selection_16x.png' error.
LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Common/Selection_16x.png
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogAssetRegistry: FAssetRegistry took 0.0201 seconds to start up
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogHMD: Failed to initialize OpenVR with code 110
ARToolkit: Device start
LogEngine: Initializing Engine...
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using 'Lautsprecher (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.02s 46MB C:/Users/Timo/Documents/Unreal Projects/AR_Test/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: memory allowance for cook 8192mb
LogCook:Display: Mobile HDR setting 1
LogCook:Display: Done creating registry. It took  0.00s.
LogFileCache: Scanning file cache for directory 'C:/Users/Timo/Documents/Unreal Projects/AR_Test/Content/' took 0.01s
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="C:/Users/Timo/Documents/Unreal Projects/AR_Test/Content/Maps/ARToolkitAdvanced.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
PIE:Warning: Warning AttachTo: '/Game/Maps/ARToolkitAdvanced.ARToolkitAdvanced:PersistentLevel.ARToolkitBaseAdvanced_C_0.SceneComponent' cannot be attached to itself. Aborting.
PIE:Warning: Warning AttachTo: '/Game/Maps/ARToolkitAdvanced.ARToolkitAdvanced:PersistentLevel.ARToolkitBaseAdvanced_C_0.SceneComponent' cannot be attached to itself. Aborting.
LogAIModule: Creating AISystem for world ARToolkitAdvanced
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 22.764ms to complete.
LogFileHelpers: Loading map 'ARToolkitAdvanced' took 0.357
LogCollectionManager: Loaded 0 collections in 0.001359 seconds
LogFileCache: Scanning file cache for directory 'C:/Users/Timo/Documents/Unreal Projects/AR_Test/Saved/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'C:/Users/Timo/Documents/Unreal Projects/AR_Test/Content/Developers/Timo/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'C:/Users/Timo/Documents/Unreal Projects/AR_Test/Content/Collections/' took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000001 seconds
LogContentBrowser: Native class hierarchy populated in 0.0063 seconds. Added 1980 classes and 346 folders.
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
LogContentBrowser: Native class hierarchy updated for 'GameplayTags' in 0.0008 seconds. Added 12 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0007 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'SuperSearch' in 0.0007 seconds. Added 1 classes and 2 folders.
LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0007 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0007 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0008 seconds. Added 1 classes and 2 folders.
LogLoad: Full Startup: 5.67 seconds (BP compile: 0.09 seconds)
LogExternalProfiler:Warning: No registered external profiler was matched with a command-line switch (or the DLL could not be loaded).  External profiling features will not be available.
LogOcInput: OculusInput pre-init called
LogAssetRegistry: Asset discovery search completed in 1.9534 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000000 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000088 seconds (updated 0 objects)
LogContentStreaming: Texture pool size now 1000 MB
LogRenderer: Reallocating scene render targets to support 1208x576 (Frame:2).
MainFrameActions: Packaging (Android (ETC1)): Running AutomationTool...
MainFrameActions: Packaging (Android (ETC1)): Program.: 2016-09-06T18:48:38.7847566Z: Running on WindowsHostPlatform as a 64-bit process.
MainFrameActions: Packaging (Android (ETC1)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/Timo/Documents/Unreal Projects/AR_Test/AR_Test.uproject BuildCookRun -nocompileeditor -nop4 -project=C:/Users/Timo/Documents/Unreal Projects/AR_Test/AR_Test.uproject -cook -stag
MainFrameActions: Packaging (Android (ETC1)): e -archive -archivedirectory=C:/Users/Timo/Desktop/Effi AR Test/2 -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -compressed -pak -prereqs -nodebuginfo -targetplatform=Android -cookflavor=ETC1 -build -CrashReporter -utf8output -compile
MainFrameActions: Packaging (Android (ETC1)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Android (ETC1)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Android (ETC1)): MSBuild:   DotNETUtilities -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\DotNETUtilities.dll
MainFrameActions: Packaging (Android (ETC1)): MSBuild:   EnvVarsToXML -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\EnvVarsToXML.exe
MainFrameActions: Packaging (Android (ETC1)): MSBuild:   UnrealBuildTool -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe
MainFrameActions: Packaging (Android (ETC1)): MSBuild:   AutomationUtils.Automation -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\AutomationUtils.Automation.dll
MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AllDesktop\obj\Development\AllDesktop.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf di
MainFrameActions: Packaging (Android (ETC1)): e Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AllDesktop\AllDesktop.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\GUBP\obj\Development\GUBP.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugr
MainFrameActions: Packaging (Android (ETC1)): eifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\GUBP\GUBP.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)): MSBuild:   DeploymentInterface -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\IOS\DeploymentInterface.dll
MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugrei
MainFrameActions: Packaging (Android (ETC1)): fen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Linux\obj\Development\Linux.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. 
' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Mac\obj\Development\Mac.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugrei
MainFrameActions: Packaging (Android (ETC1)): fen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)): MSBuild: CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Win\obj\Development\Win.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E
:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)): CommandUtils.Run: Run: Took 0,9690555s to run MSBuild.exe, ExitCode=1
MainFrameActions: Packaging (Android (ETC1)): Program.: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Failed to build "E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Scripts\UAT.proj":
MainFrameActions: Packaging (Android (ETC1)):   DotNETUtilities -> E:\Downloads
MainFrameActions: Packaging (Android (ETC1)): \UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\DotNETUtilities.dll
MainFrameActions: Packaging (Android (ETC1)):   EnvVarsToXML -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\EnvVarsToXML.exe
MainFrameActions: Packaging (Android (ETC1)):   UnrealBuildTool -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe
MainFrameActions: Packaging (Android (ETC1)):   AutomationUtils.Automation -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\AutomationUtils.Automation.dll
MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AllDesktop\obj\Development\AllDesktop.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird.
 ' [E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AllDesktop\AllDesktop.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\GUBP\obj\Development\GUBP.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downl
oads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\GUBP\GUBP.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)):   DeploymentInterface -> E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\IOS\DeploymentInterface.dll
MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloa
ds\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Linux\obj\Development\Linux.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Dow
nloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Mac\obj\Development\Mac.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloa
ds\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)): CSC : error CS0016: In die Ausgabedatei 'e:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Win\obj\Development\Win.Automation.dll' konnte nicht geschrieben werden -- 'Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. ' [E:\Downloa
ds\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj]
MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.ScriptCompiler.FindAndCompileScriptModules(String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders) in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\ScriptCompiler.cs:Zeile 169.
MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.ScriptCompiler.FindAndCompileAllScripts(String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders) in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\ScriptCompiler.cs:Zeile 85.
MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.Automation.Process(String] CommandLine) in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:Zeile 483.
MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.Program.MainProc(Object Param) in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Program.cs:Zeile 131.
MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.InternalUtils.RunSingleInstance(Func`2 , Object Param) in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:Zeile 704.
MainFrameActions: Packaging (Android (ETC1)):    bei AutomationTool.Program.() in E:\Downloads\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Pro
MainFrameActions: Packaging (Android (ETC1)): gram.cs:Zeile 54.
MainFrameActions: Packaging (Android (ETC1)): Program.: AutomationTool exiting with ExitCode=1 (Error_Unknown)
MainFrameActions: Packaging (Android (ETC1)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ETC1)): AutomationToolLauncher exiting with ExitCode=1
MainFrameActions: Packaging (Android (ETC1)): copying UAT log files...
MainFrameActions: Packaging (Android (ETC1)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Was the updated version for 4.13 released?

if i buy the commercial license now for 4.12 can i get the update for 4.13 version later?

Hey guys,

I´m having an issue with an Andoid package of the AR plugin (personal license). I got it running and see the HUD, the camera is initialised on my phone, but when I´m trying to capute the marker nothing happens, no mesh appears. Anyone else know what´s going on? In the editor everything works great btw.
Thanks for any help!

New version of the AR plugin is available to download!

AR Plugin V1.6 2016-09-07

– Updated for Unreal Engine v4.13
– Android camera access via APL api (no Unreal Engine source build is required for Android projects)
– Minor bugfixes

Get the plugin from the link below:
http://www.unreal4ar.com

Yes! Just did it! :slight_smile:

The update did it, thanks a lot :slight_smile:
Is there a necessary step for adding animated meshes? It plays fine in the editor, but only the static meshes in my scene are packaged…

, hello. Just bought commercial license for android projects and faced with critical bugs.

  1. The most important bug is a glitch in video stream on android (the pink horizontal glitch) and poor performance on higher video resolutions. Bug arises also with default resolution 320x240 (frequency rises up with the set resolution).
    Tested on Galaxy S7 (latest firmware updates installed)

  2. Plugin doesn’t properly works on VR headsets (tested on Oculus Rift CV1 and GearVR). Video stream and HUD is stretched between both eyes and model rendering with offset.

  3. S7 camera doesn’t auto focus during the play and stays with the focus that was set at start (it feels this way)

Tested on UE 4.13

Please, take a look. What can cause the problem? Glitch is looks like data corrupt.

I can confirm the pink glitch.
The android app tends to crash as well after a couple of seconds.

Hi Creo,

Thank you for reporting these problems.
Let me look into them today morning and get back to you.

Thanks,

Looking forward to it. Thank you.

Any news on the updated version?

For those who purchased a commercial licence, should we just email you?