Augmented Reality for UE4

Also, the most urgent thing is that the editor crash in the init started step after I’ve build the plugin!

Also, the most urgent thing is that the editor crash in the init started step after I’ve build the plugin!

I have found a solution for my previous post
35f07c9812f4851e6fbf5652f45d8eccd4a8256d.jpeg
I was using the wrong condition for my branch action
e26c83279f74dfd4977a08a6fc94c8f2a49489ec.jpeg
then, to compensate the pause function error, i set the play rate to ‘0’

Editor continue crashes!

, I don’t know why but this time it could complete init but still crashes!!!
[2017.02.14-10.30.23:940][568]LogLoad: Game class is ‘GameModeBase’
[2017.02.14-10.30.23:944][568]LogWorld: Bringing World /Temp/UEDPIE_0_Untitled_1.Untitled_1 up for play (tick rate 0) at 2017.02.14-18.30.23
[2017.02.14-10.30.23:945][568]LogWorld: Bringing up level for play took: 0.003563
[2017.02.14-10.30.23:945][568]ARToolkit: Android orientation: Landscape
[2017.02.14-10.30.23:946][568]ARToolkit: USB2.0 PC CAMERA

[2017.02.14-10.30.23:946][568]ARToolkit: Device path: \?\usb#vid_18ec&pid_5850&mi_00#6&3363d1ac&0&0000#{65e8773d-8f56-11d0-a3b9-00a0c9223196}\global

[2017.02.14-10.30.23:946][568]ARToolkit: Number of webcams: 1
[2017.02.14-10.30.23:946][568]ARToolkit: Init started
[2017.02.14-10.30.27:817][568]ARToolkit: Camera resolution (640,480)

[2017.02.14-10.30.27:817][568]ARToolkit: Camera pixel format: 1
[2017.02.14-10.30.27:817][568]ARToolkit: Video texture created (640,480)

[2017.02.14-10.30.27:817][568]ARToolkit: Param load start
[2017.02.14-10.30.27:817][568]ARToolkit: Param load success
[2017.02.14-10.30.27:817][568]ARToolkit: Camera init succesfull!
[2017.02.14-10.30.27:858][568]ARToolkit: AR Patt Handle created

[2017.02.14-10.30.27:858][568]ARToolkit: 3D Handle created

[2017.02.14-10.30.27:858][568]ARToolkit: Detection mode : TEMPLATE
[2017.02.14-10.30.27:858][568]ARToolkit: ARToolkit init succesfull!
[2017.02.14-10.30.27:858][568]ARToolkit: NFT init started…
[2017.02.14-10.30.27:858][568]ARToolkit: Using NFT tracking settings for more than one CPU.

[2017.02.14-10.30.27:858][568]ARToolkit: NFT init successfull…
[2017.02.14-10.30.27:886][568]ARToolkit: Init complete !!

[2017.02.14-10.30.28:130][568]LogCrashTracker:
UE4Editor_ARToolkitPlugin!__delayLoadHelper2() [f:\dd\vctools\delayimp\delayhlp.cpp:323]
UE4Editor_ARToolkitPlugin!_tailMerge_ARvideo_dll()
UE4Editor_ARToolkitPlugin!FARToolkitDevice::Init() [c:\users otomoon\documents\unreal projects est8\plugins\artoolkitplugin\source\artoolkitplugin\private\artoolkitdevice.cpp:539]
UE4Editor_ARToolkitPlugin!UARToolkitComponent::Init() [c:\users otomoon\documents\unreal projects est8\plugins\artoolkitplugin\source\artoolkitplugin\private\artoolkitcomponent.cpp:169]
UE4Editor_ARToolkitPlugin!UARToolkitComponent::execInit() [c:\users otomoon\documents\unreal projects est8\plugins\artoolkitplugin\source\artoolkitplugin\public\artoolkitcomponent.h:14]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine

Hi ,
can I use this plugin as a qr code reader?
I need to scan some qr code to open the relative level, and I see it can be possible.
How can I open and close the (web) camera every time?
The project is made with UE 4.14 for mobile, Android and iOS (even if I need a Mac…)

Thanks for all

Hi,

You can only scan ARToolkit compatible markers, it’s not compatible with QR codes.

Is it your custom project or the sample levels included with the plugin ?

I started poking at AR (conceptual stage for now) before any reasonably priced AR HMD solution is out on the market and I am wondering if it’s possible to do object tracking with your plugin and UE4. Something similar to what Blender has been doing since 2011:

https://vimeo.com/33283857

Also wondering if you have any near future plans to add support for Project Tango.

Hi , hi !

How do I make my 3D Model stay at his last known position when the marker is lost, and start tracking again when the marker comes back into view?
I’ve followed these steps :

  1. Open the level blueprint and locate the “set hidden in game node”
  2. Disconnect the new hidden pin and set it to false
  3. It won’t disappear if the marker is not visible.

But the 3d Model seems to get back to 0,0,0 and not the last know position when it last had seen the tracker.

How can I fix that?

Thanks in advance,

Denis

Hi ,
I think I can use a simple QR code inner the black frame, it’s correct?
//Anyway how can I open and close the camera every time?
Edit: I try the ARSample and I’m able to open and close camera and the marker recognition as I want!

Thanks for your reply

Hi i have bought a personal licience, but because of China Great Wall (International) Limited, i can’t download success.
can you send me “ARPlugin_PERSONAL_v1_6R3.zip”
1.png
2.png

thks~~

hi every one ,

any one know a step by step to create a custom marker ? i tried the ARToolKit tutorial and i’m completely lost :confused:

It’s my custom project

Hey guys, can anyone confirm if they’ve managed to use this with baked lighting? In the demo project, the method seems to be moving the meshes around to match the marker location, which doesn’t work unless the meshes are set to ‘movable’.

Wow oh wow

It works, but you need to move the camera not subject.

Sent you a mail with download instructions!

You can’t track objects with this plugin only markers, and images (NFT).

There is a free project tango plugin here: http://www.opaque.media/project-tango-plugin/

Hello Hello @ I asked my question 2 times but didn’t get any answer?
Is is because there is no way to do it?