Augmented Reality for UE4

Hi,

That function It’s not exposed as a blueprint node.

Hi,

If you are using ios sdk 9 - works without any extra steps on ios 9 and 10

If you are using ios sdk runtime 10 you need to add:
In UE4 in Project Settings >> Platforms - iOS >> Extra PList Data >> additional Plist Data [NSCameraUsageDescription (String - iOS)]

More info:

Hi,
Can be published on the use of ARToolkitAdvanced map tutorial, I will replace the model used, how to identify the different pictures show a number of different objects?
thanks,

Hi ,

first of all this is a super cool plugin awesome work.

I have a few questions, 1. is that inputs don’t seem to be firing in the blueprint, for instance when I click D to turn on the debug mode nothing happens, this is especially interesting to me because I would like to set up inputs to change the models that I add to the scene but currently this doesn’t work. Would you happen to know why this is happening?

  1. Is I am trying also to set two different models to two different images at the same time (one model on Hiro, one model on Kanji). This works for one, the Kanji model shows up alone, but the Hiro model shows up with the Kanji model. Is there a simple solution to getting the camera to recognize all of the different glyphs at the same time?

Thanks for your time

Hi,
Our company has just bought a license, but met some problem on Mac and IpadPro, saying “web cam init error”. However, it runs well on PC and android, can someone show us a hint?

PS: a mail describing the same issue has been sent to info@unreal4ar.com as well

  1. I packed to apk+obb. Still doesn’t work on S7

  2. What camera do you mean? Moving away real camera is not possible - object should be 10 times bigger. I need 30m object in UE to look like 10-15cm in real world. Moving camera in project breaks everything.

Also… I got problems with camera clipping. How can I increase far distance?

I’ve sent mail with similar question few weeks ago. Haven’t got any answer there.

What happened with your website? It’s not available for 2 days. “Error establishing a database connection”

Hi,

It’s back online again.

Hi . Picking up my UE4 project after many months away. Updated to UE4 4.14.3 and AR 1.6VR3. Game was probably using AR 1.3 or 1.4.

Trying to run on Win 10, launching game from UE4 Editor as ‘viewport’ or ‘standalone’ results in this crash at the ARToolkit Init.

I have an external web cam attached and one built in. The Init node seems to ignore the Dev Num parameter. I get crashes on values of 0, 1, and 2. But the sample project runs just fine and finds my web cam at ‘1’ when historically it was at ‘2’. But I can change the Dev Num value on the sample project (using either map) and it doesn’t crash, doesn’t change cameras, and always works.



KERNELBASE
UE4Editor_ARToolkitPlugin!__delayLoadHelper2() [f:\dd\vctools\delayimp\delayhlp.cpp:323]
UE4Editor_ARToolkitPlugin!_tailMerge_ARvideo_dll()
UE4Editor_ARToolkitPlugin!FARToolkitDevice::Init() [c:\users\\documents\perforce\dame\choreoar414\plugins\artoolkitplugin\source\artoolkitplugin\private\artoolkitdevice.cpp:539]
UE4Editor_ARToolkitPlugin!UARToolkitComponent::Init() [c:\users\\documents\perforce\dgame\choreoar414\plugins\artoolkitplugin\source\artoolkitplugin\private\artoolkitcomponent.cpp:169]
UE4Editor_ARToolkitPlugin!UARToolkitComponent::execInit() [c:\users\\documents\perforce\dgame\choreoar414\plugins\artoolkitplugin\source\artoolkitplugin\public\artoolkitcomponent.h:14]



hi there! and thanks for that plugin ! are there any limitation on android systems versions?
i have a weird issue here. the app work in the editor in pie or windowed mode.
but once compiled it crashes my android device. i have an asus padfone infinity on android 4.4.2 . are there incompatible devices or android versions ?
thanks !

I don’t know why but the first video makes me laugh :smiley:

Can you update next version to have following features/bug fixes checked:

  1. obb file should be saved in /Android/obb/ not in /obb/ . Works still but might cause trouble in future.
  2. Ability to build with Package Game data inside .apk check. Makes testing faster and easier.
  3. Ability to build with Nativize Blueprint Assets check. Useful for fast optimization.
  4. Ability to use with Vulkan.

Thank you for your work so far. It awesome.

I may have missed where it was talked about within this thread or possibly another, and if so - please point me in the right direction, but has there been a discussion on using this for markerless tracking yet?

The demoplugin works great with a standard camera (a xbox360 mini camera and other tested), but when I tested with a PS3 Eyecam (it’s superfast and has good optics), in Windows 10 with “CL-Eye driver” installed (it works with any app that needs a camera), Unreal gives me a “init camera error” after execute sample program, although I’ve changed “Device num” and tested from 0 to 5 in the “init” node, always returns same error

I need it works with PS3 camera, because has no lag and have several cameras to test, anyone having these problem? Is there any solution?

We are having the same issue, were you able to solve it?

Currently the plugin (and ARToolkit SKD) doesn’t support markerless tracking. The upcoming ARToolKit v6 library may have markerless ground tracking. That feature will be supported in UNRAL4AR too.

The underlying camera API in ARToolkit cannot handle the PS3EYE driver natively . Unfortunately I don’t own any PS3 eye so cannot try it but
got this information from someone who had the same problem, maybe it helps.

“i can use software like webcam splitter to get avermedia captured video and use it in your unreal AR
but it make more process on computer and not practical, maybe someday i can tweaking your code so it can capture direct from avermedia or ps3eye or other unsupperted pc cam.
and hope u can tweak it also before me
anyway webcam splitter and kind of software can help your other costumer if they need gopro, dslr, pro camera and capture using avermedia”

Thank you fro the suggestion! I’ll add these for further releases.

I don’t know any incompatible issues on android 4.4.2. I am using an S4 mini with the same android version for testing.
I could tell you more from ADB logs.

Hi all,

I have purchased the ARToolkit software, created my project, which runs fine on my mac and runs fine in UE4 editor. I have configured for iOS deployment which works and I can deploy to my devices but every time I start the app it says “Web Cam init error”. I have tried using any other webcam number but no effect. I am running iOS 10.2 on devices, MacOSX Sierra.

Any possible suggestions for what the problem is would be greatly appreciated.

Regards