Augmented Reality for UE4

Hi,

Open the level blueprint, and find the Get Marker Node - > Try to multiply the camera position vector by (2.0, 2.0, 2.0).

hello,
I own the full version of the plugin

How do I correct MultiPattern?
I can make NFT And Pattern…but i can’t use multi both
please help me

Hi

I was wondering what version of the libPNG you are using with this plugin?
We are running into a issue with the android store and the libPNG. Our Unreal 4 version has the latest libPNG.
But does the plugin?
I believe that it has to be above 1.5.27

Best

The solution was to delete the libPNG.a file within the plugin folder.
Compile and now it works on the Google Play Store.

Best

Hi ,

Thanks for the solution!
I removed libpng.a from the latest 1.6R3 zip package, also updated the plugin for Unreal Engine 4.14

Best Regards,

[QUOTE=iLLogic808;516697]

So im trying to final a presentation i made with your plugin but the client prefers the orientation to have the home button to the right. This allows the camera on the ipad to be in a more natural position for AR viewing.

So I tried both options quoted above both individually and simultaneously and yet the camera sill is inverted for the ideal setting:

Project Settings -> IOS -> Orientation -> Support landscape right orientation (Checked)

Is their something else in the blueprint that may require the camera to be rotated 180 degrees landscape right is set? I guess another option would be for the UMG ui to not completely rotate but have each button just rotate 180 and stay in place…any thoughts on how to do either?

Here is an image of my mouse and wacom stylus defying gravity for ref.

Hi,

Do you solved your problem? I have same issue.
my hardware: macmini osx 10.12.1 xcode 8.1 ipadmini3 ios10.1 UE4.12.5
I can package it to ipa,and then it by ITunes,it ok,but the camera like yours, it is against!

Lucas

Hi,
Keep up with awesome job keeping plugin up to date.
Any plans on adding support for rest 2D Barcode (Data Matrixes) other than simple 3x3?
And any plans on supporting ARToolkit 6 when it comes out (most likely end of 2016 or start of 2017)?

Hi, i solved my problem,just Project Settings -> IOS -> Orientation -> Support landscape left orientation (Checked),and other unchecked

Hi I downloaded the demo version (I’m using UE4.14) of Your plugin, but when I try to package for Windows I get the following error:

I’ve managed to get rid of it by creating a None type empty Class called “MyClass”, bu the I get the following error:

Hello I have installed successfully the plugin, the scene works on my computer (with and pakcage) but not on my android phone (nexus 5) when I’m trying to lauch or package it I have this error :

What can I do?
Thanks

Hi, I’m using logitech c920r webcam, but there are only 640x480 on screen.
I changed ARToolkitDevice.cpp’s webcamresX and Y but not working…
How can I change resolution 640x480 to 1920x1080?

Hi,

The free demo version is working only in the editor. It’s not possible to package your game with it.

Hi,

I can not tell you too much based on this single line you pasted.

Did you follow my instructions ?
http://www.unreal4ar.com/getting-started-full-version/

Hi

We are developing a AR Toolkit app for Google play store. But we keep getting webcam init error when we distribute the app through the store. I know this issue has been presented in this thread before But i have not seen any solution to the problem. I have searched around the web and found that there are several developers that have the same issue.

  1. The issue is not present when publishing to a phone using the .bat files
  2. If you have used the .bat files to publish once to a device the files will still be there unless you delete them manually. It will then seem like the store version is working when it’s really not. Because Android does not uninstall all the files.
  3. When installing on a fresh / new Android phone the install works and the app opens. But users are presented with a white screen and the debug message “webcam init error”

We believe that this is due to

A. The Data and DataNFT folders not being installed correctly on the target device. So AR Tookit doesn’t find them and instead defaults the camera to 0,0,0.
B. Android requires special permissions when installing. It doesn’t get it so the Data and DataNFT folders are placed outside of the application directory and the AR Toolkit can’t find them.

APK is executed correctly as far as we can tell.
OBB installs wrongly as far as we can tell.

I am happy for any and all replies to this.
Best

Solution to webcam init error for android development on Google Play Store

Many thanks to Ádåm for his quick and insightful replies. This solved it for us right away.
Remind me to send you a X-mas gift for this one Ádåm! :slight_smile:

Hi
I got problem when run app on android device(Note Edge), the camera resolution is 320x240 which way too low. How can i fix this?
And how can i build your plugin from source code? Thanks

Hi, my problem is solved ! It was because the Unreal.js plugin was enabled !

Maybe you need vpn to download it or you can change your dns server for a try,By the way, I am Chinese too

Hi! Plugin works great just out of the box:)…well I am a liitle confused about unreal 4 and blueprints etc. (newbie). Could someone please point me to the right direction how to “connect” meshes to specified Marker (i’d like to add 10 own markers and 10 different objects to them). Do I need to do it from “Edit ARToolkitBase blueprints” or am I just a little stupid cause can’t find the solution of multimarkers…
Anyway great job. (I have unreal 4.1.3 and commercial lisence) and i got my own 3d animations dancing on top of my own taken picture with and YES with very nice shadows;)!
Thanks

Check out this page:
http://www.unreal4ar.com/mobile-video-resolutions/