It seems you updated it to v1_6R1, so thank you. We will test it out tonite, and great work again!!
For me itās not removed the glitch and performance issue on >HD resolution
Seems like itās not 100% perfect on some Android phones ā¦ Still working on it.
Thanks for your feedback (both email / forum). Iāam still working on the solution.
Were there any specific instructions for the UE4 project when packaging for android?
The work speaks for itself, and for the price it is a bargain!
Check out the android section!
http://www.unreal4ar.com/getting-started-full-version/
Thank you for your support!
Iāve fixed some issues on v1.6. Updated version is available for download!
AR Plugin V1.6 - Revision 2 - 2016-09-12
- Fixed pink video glitch on android
- Updated camera texture updater function
- Fixed autofocus on android
- Fixed crash on some android phones
Get the plugin from the link below:
http://www.unreal4ar.com
Did any of you guys get a unique nft marker running?
I trained a marker, copied the resulting .fset, .fest3 and .iset files into the ARToolkit/DataNFT folders, added an enumeration tag in the blueprint but nothing happens.
Am I missing a step?
Thanks for your help.
Was just going to ask a similar question, but with the addition that I canāt see how to add to the enumeration the additional tag. What am I missing?
nzavaglia, any news on your side? I am still cluelessā¦
Here is what I have so far with the AR plugin. IĀ“m still waiting on the 4.13 uv fix so I can make a proper android package
I didnāt think this plugin supports Gear VR. How did you make it happen ?
It does on Galaxy S7 so far. Nothing special just the same GearVR setup and with this plugin usage.
BUT, by default itās not properly rendering video stream and not setting right fov for camera. I replaced 's solution using screen space UVs and viewport coordinates, with 1x1 plane scaled to fit the screen with the right fov. I also trying to use spherical plane because itās more accurate in terms of VR perspective. There is still some work.
I am making something for Gear VR, but not even aware of a way to enable pass-through camera from UE4 (BP) o.O How do you enable it from Blueprint (or from project settings) ?
Sounds like something plugin should support. Otherwise sounds like black magic has to be used
Btw, how is latency when doing AR through Gear VR ? Pass-through camera (when used from Universal menu) is horrible and laggy
Itās pretty laggy right now. But I think itās not because the camera.
Sorry, still no luck. I think it might have to be added in code somewhere, but I can see that it scans for markers in the ā¦/ARToolkit/Data/ directory using the LoadMarkers Blueprint Node/method provided you give it a list of names.
How did you add the new marker to the enum? I canāt see where to do that
Nm, I got it. Iām just dumb. You have to switch out the enums in the level blueprint as well. Thatās where the detection is being done. Worked like a charm once I did that.
oh wow, thank you for sharing Have to try it out as soon as possible and will keep you posted.
great job! We have experimented yesterday a bit with making procedural animation in AR using the plugin; Seems really cool! Will need to test on our iOS/Android portā¦