Augmented Reality for UE4

It seems you updated it to v1_6R1, so thank you. We will test it out tonite, and great work again!!

For me itā€™s not removed the glitch and performance issue on >HD resolution

Seems like itā€™s not 100% perfect on some Android phones ā€¦ Still working on it.

Thanks for your feedback (both email / forum). Iā€™am 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!

Iā€™ve 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 canā€™t 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 didnā€™t 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 itā€™s 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 itā€™s 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 :stuck_out_tongue:

Btw, how is latency when doing AR through Gear VR ? Pass-through camera (when used from Universal menu) is horrible and laggy :frowning:

Itā€™s pretty laggy right now. But I think itā€™s 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 canā€™t see where to do that

Nm, I got it. Iā€™m just dumb. You have to switch out the enums in the level blueprint as well. Thatā€™s where the detection is being done. Worked like a charm once I did that.

oh wow, thank you for sharing :slight_smile: 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€¦