Augmented Reality for UE4

I love it! Thank you for sharing!

Double click on Content ->Blueprint ->MarkersNFT, on the right there is a new button, click on it and add your marker name under the default pinball marker.

Very nice video! I am glad you made skeletal meshes work!
Where did you stuck with custom NFT ?

Hallo, !
Unfortunaly my download link is broken.
Can you halp me download you plugin?

I must be blind, lol, never saw that, thanks :slight_smile:

I actually ended up making my own enumeration listing out the custom markers and it worked like a charm.

Hi!

Sent you a new link!

Thank you, itā€™s great.

Currently having another problem. Iā€™ve gotten custom markers to work, and it works flawlessly on my dev machine. When I package it for android it no longer works. It doesnā€™t recognize the markers.

The Data and DataNFT folders are on the phone (I made sure) and the markers are in the folders.

Also, slightly related issue. The packaging system does not put the folders on the phone, though the option to copy additional folders is enabled. They always have to be copied manually after the project has been installed; and has been run at least once in order to create the ue4game folder on the device. Iā€™m using v4.13 of the engine.

I made the nft marker work. Changing it in the level blueprint as a final step was the trick. Alas, the skeletal meshes are not working. In the old version of the plugin and ue4.11 it worked, which I used for the video. I chose to buy the product because of the awesome features, quite a dissapointment that so many aspects of the functionality are buggy. I hope everything will quickly be fixed :confused:

The plugin has nothing to do with skeletal meshes, itā€™s just controlling the camera. Did you try to view your mesh on android without the plugin using ue 4.13 ?

I use the V1.6R2 to build android for arm64-v8a
but always tip that error

UATHelper: pack (Android (ATC)): UnrealBuildTool: UnrealBuildTool Exception: ERROR: Canā€™t make an APK without the compiled .so [E:\WorkingFile\ARProject105\AR105Best\Binaries\Android\AR105Best-arm64-es2.so]

How big can the marker be? Most/all examples I see the marker is A4 size or less. Could I have a market 5 feet across and have the plugin work?

Iā€™m intrigued by the apparent simplicity of this so have pushed the button and ordered. Whilst Visual Studio is installing (it is taking ages!) I thought Iā€™d take the time to run through the documentation. Ultimately, 'd like to create a simple AR app for both Android and iPhone - my background is ArchViz. However, I am alarmed to read that I must have a Mac computer to code projects for IOS devices! Is this correct? (If it is, is it the common case for creating UE4 apps for IOS devices - Iā€™m taking iPhones?)

Hi ,

There is no maximum size. Just make sure the FULL marker (including some white border) is visible on the video feed.

You can deploy your UE4 project for iOS using a Windows PC but only if you are not using C++ code in your project. For code projects you need to have a OSX with XCode installed.

Having purchased a license, I have successfully followed the ā€˜Getting Started (FULL version)ā€™ tutorial and I can get my Logitech c920 working with the package and it displays the motorbike, fully textured. Awesome.

Being a newcomer to UE4, (Iā€™m on 4.13), it would be helpful/essential to have guidance on starting a scene from scratch. Can you point be to a step-by-step process for which components I need and what I need to change from a new, blank project, perhaps with just a cube or simple mesh rather than a scaling motorbike with all the interface etc. I will ultimately be aiming to bring an FBX model of a simple building into this.

Thanks.

Iā€™m following the blog post ā€œAugmented Reality in Unreal Engine 4ā€ that gives a setup from scratch, but I need a bit more info please. When I get to the ā€˜Level Blueprintā€™, what do I do first? Can you give me a step-by-step instruction as I am pretty new to this? I presume I manually need to create the nodes from your graphics as the Level Blueprint contains nothing at all.

Hi ,

Im having trouble on IOS, I have successfully deployed to IOS but when the game starts I get the ā€˜webcam init failedā€™ error with the UI showing and a white background. I searched this thread and found Android users suffering the same problems, so I am not quite sure where to go from here. I can send you the logs if you tell me where I can find them, I assume they will be in the IOS Devices directory?

That is a whole new level of awesome, imagine immersive aug environments nextā€¦ Im going to make something like that I cant wait to see what you do with this. next you should map the room and create a game with this.
Allow others to map there rooms and have actual bigteam battles in arl lol.

Hi,

Iā€™m interested in creating a level in which the Camera is moved instead of the augmented object. In GetMarker-blueprint node there are outputs for Camera position and rotation vectors, but no explanation on how to use them. Which camera should I move around to achieve this?

Regards,