Augmented Reality for UE4

Hey guys and girls

I am looking at using this plugin as a good method for importing a webcam into an unreal environment, does anyone know how I could isolate the dynamic texture aspect of this plugin for that use?

Hi , love the plugin, been successful with it so far.
Wanted to see (hopefully I didn`t miss this question in the last 15 pages) about Live Texturing of Augmented Reality Characters from Colored Drawings.
So basically I want to do a coloring book and have the camera capture the image and translate into the textures.

Here is a sample QuiverVision
And another from Disney Live Texturing of Augmented Reality Characters from Colored Drawings - YouTube

Has anyone done this in UE4?

Thanks

i tried to download the v1_7 version, but failed again.

i send you an email with my order number.:slight_smile:

Hi,

Iā€™ve just sent you an alternate link.

Hey guys, run into another problem here. Iā€™m trying to bring in Alembic Cached geometry with animation on it, yet when i run it on my phone i see nothing ?

Hey ,

Will we still need the source version of Unreal Engine 1.15 to use your newly updated 1.7 AR plugin? Also, will we need to keep doing so in the near future?

Thanks!

Itā€™s not necessary anymore. You can use the binary version of UE 4.15.

Hi,

You can use the plugin as a camera plugin on any platforms (Android, iOS, macOS, Windows). All you need to do is to remove some marker related nodes from the sample projects. (LoadMarkers, GetMarker)

Hey, Iā€™ve just noticed that using a post processing volume affects the camera feed. For example, in my project Iā€™m making changes to auto exposure through a postprocess volume, but this is also affecting the camera view resulting in a washed out view. This breaks the realism pretty badly. Is there any way to utilize a post process volume on an object without impacting the view of the real-world?

UPDATE: Nevermind, I figured it out using post processing materials :slight_smile:

Hi,
My project requires 2D matrix image, but only 3 * 3 in source, I need 5 * 5 matrix image
Http://www.artoolworks.com/support/app/marker.php this page can not be opened, can someone help me?
thank you

Ok so iā€™ve gone through the necessary steps of creating my nft marker and ive added it to the correct directory, my problem is that you state that i must add them to the MarkersNFT Enumerations, how does one do this ?

Edit : Fixed, it seems everytime i post i find the answer :wink: Least it helps in some way

how can i have 3 different models each with a different marker ( hiro, kanji, sample1 ) in the same scene ? i cannot figure out how to assign a marker to a model. only the hiro marker works.

Hi,I use DEMO version of Plugin then I follow through this step

"Setup your iOS development enviroment,

  • unreal engine editor (4.10, 4.11, 4.12 or later) (I use 4.14 version)
  • Create a new C++ code project without starter content (I create the name of project same as ARSample.uproject)
  • Copy all files from SampleProject(Include ARSample.uproject) directory to your new project directory >click replace (while UE4.14 open C++ blank Project)
  • In UE4 editor File -> Refresh xcode project (optional)
  • Exit from unreal engine editor
  • your new project from epic launcher (in my case warning message popup that artoolkit plugin module not found)
  • Click on rebuild missing DLLs when prompted
  • Go to edit -> project settings -> iOS and import your mobile provision and certificate files
  • Press the ā€œ on iOS deviceā€ button"

and when I lunch on my iPad2 this error log ā€¦

LogPlayLevel: UnrealBuildTool: ERROR: Couldnā€™t find module rules file for module ā€˜ARToolkitPluginā€™.

Help me please.

Hi,

The DEMO version is for Windows and macOS only.

Yes you can! Need to add all markers to the markers enumeration, and use a GetMarker node for each markers.

Hi,!
All of my actors were static,but i want to rotate them ,is there anyway to analog the rotation?

Hi,

You can find an example for rotation in the motorbike demo. It works with both touch / and mouse.

Sorry,I means the mobility of actors were static.

Just change the mobility of your actors to movable.

Hey , does the Plugin actually feature ā€œextended trackingā€, like when I move away from the tracker is there some way that I can still see what is going? or is there a solution for this? nice Plugin btw, already bought it and it really is helping us a lot!