Augmented Reality for UE4

Hello :slight_smile:
I would like to use the matrix markers but I do not know how to set it up. How can I assign the positions of the markers and attach a model to it?
Would love to see a project example or video :slight_smile:
Also when I build to android it works fine after I close and open the application again on mobile it some times crashes at start. I just keep reopening the application until it not crashes anymore, is there a fix for this?
Iā€™m using a Galaxy s5 and s7.

Thank you :slight_smile:

Hi!
Does this plugin also support multimarker tracking? If it does, how would I set it up?

http://artoolkit.org/documentation/lib/exe/fetch.php?cache=&w=800&h=600&tok=98400a&media=example_multimarker_cube.jpg

Thanks in advance

I bought the plugin a few days ago and have been messing with it but canā€™t deploy it to Android. If I run the game the screen goes black for a few seconds and then crashes. I noticed another user in this thread had a similar issue and he didnā€™t know how he fixed it, just that one time it worked. The game was running fine before I added the AR Plugin.

if I want to contact with unreal4ar.com admin, who should I contact? I already email at info@unreal4ar.com but no feedback from their. Can anyone tell me?
I have problem with my plugin. Thanks

The problem that I face is

i tried to download the v1_7 version, but failed.
Now it said i reached my download limit.

Hi,

I have sent you an alternate link.

For UE 4.15 you will need to update your AndroidWorks to the most recent version.

Sorry, figured out I missed one step in the manual :smiley:

Hey ,

Loving the Plugin! Got it working in many different ways. Iā€™ve just run into a problem now though. I tried installing it on an Older Android tablet. The tablet only supports V4.1 of Android Operating systems - and when i try run the app it crashes. Does it have something to do with the the OS or is it because its a tablet( A doubt it, but you never know)?

Edit : And one more thing, is it possible to do this : When the viewer seeā€™s the marker the object appears onto the marker, but if the camera loses the marker instead of it disappearing it could move to the front of the phone screen.

Thanks so much

I am not sure if it works on Android 4.1, I 've only tested it on 4.4.2 (Kit-Kat) and above.
Please mail your log to info@unreal4ar.com

I am glad itā€™s working now!

I was able to build, package and install sample project from the commercial version of the plugin to my GT-N7000. The app turns off the phone on . Any ideas?
Android version 4.1. So this can be the reason, right?

I have (3) webcams connected to my MacBook Pro, Iā€™m using the demo plugin in 4.15, how do I tell it which webcam to use?

Locate the init node, and change dev num to 0, 1 or 2
http://www.unreal4ar.com/init/

Is there any tutorial video out there or writing ā€œSetting up your first sceneā€ kinda thing?
Iā€™m a 3D artist not much of a developer but would really like to better understand how your plug in works.
I went threw some of your documentation on your site, but was a little lost.

Such things as; Iā€™m using your demo version and attemepted to load in geometry but seems to be more to it then just placing it in the scene.
Thanks for insight you can give.

(p.s. I donā€™t want you to think iā€™m just using this and never going to support your progress, but I need to show something to manager to approve a purchase, yea red tape. Thanks again.)

Itā€™s for the full version:

For the DEMO just open the level blueprint and find GetMarker nodes. They are transforming Actors based on marker position / rotations (CubeHIRO, CubeKanji).
You can find them in the scene and change their static meshes to yours.

Actually any actor can be transformed, just make sure to connect the proper actor to the GetMarker nodes.

I did purchase the full version, seems a little easier to follow with more info, thanks.

Hi, Does this plugin work with google cardboard or some Mobile VR setup?

Faced such a problem, I can not find GenerateProjectFiles.bat, I used GitHub

Hi.

I have purchased the full version of the plugin, and Iā€™m trying it out for an art project.

Iā€™d like to know if there is a way to set the matrix code type in blueprints?

I can see that the constants and enumerations are present in the code:

[FONT=Courier New]typedef enum {
AR_MATRIX_CODE_3x3 = 0x03, // Matrix code in range 0-63.
AR_MATRIX_CODE_3x3_PARITY65 = 0x03 | AR_MATRIX_CODE_TYPE_ECC_PARITY, // Matrix code in range 0-31.
AR_MATRIX_CODE_3x3_HAMMING63 = 0x03 | AR_MATRIX_CODE_TYPE_ECC_HAMMING, // Matrix code in range 0-7.
AR_MATRIX_CODE_4x4 = 0x04, // Matrix code in range 0-8191.
AR_MATRIX_CODE_4x4_BCH_13_9_3 = 0x04 | AR_MATRIX_CODE_TYPE_ECC_BCH___3, // Matrix code in range 0-511.
AR_MATRIX_CODE_4x4_BCH_13_5_5 = 0x04 | AR_MATRIX_CODE_TYPE_ECC_BCH___5, // Matrix code in range 0-31.
AR_MATRIX_CODE_5x5_BCH_22_12_5 = 0x05 | AR_MATRIX_CODE_TYPE_ECC_BCH___5, // Matrix code in range 0-4095.
AR_MATRIX_CODE_5x5_BCH_22_7_7 = 0x05 | AR_MATRIX_CODE_TYPE_ECC_BCH___7, // Matrix code in range 0-127.
AR_MATRIX_CODE_5x5 = 0x05, // Matrix code in range 0-4194303.
AR_MATRIX_CODE_6x6 = 0x06, // Matrix code in range 0-8589934591.
AR_MATRIX_CODE_GLOBAL_ID = 0x0e | AR_MATRIX_CODE_TYPE_ECC_BCH___19
} AR_MATRIX_CODE_TYPE;

but I cannot find a way of setting the matrix code type in the blueprints.

If itā€™s not doable via blueprints, can it be done with some simple code change in the plugin source?