Augmented Reality for UE4

I think u should add the ability to rotate off the y & x axis too for the source, was the first thing I added.

Really enjoying the plugin- bought a personal licence and it’s pretty intuitive.

Only issue I’m having it adding my own markers.
I’ve tried generating through Tarotaro. It generates “name.pat” files which I just rename to “patt.name”
They appear to be the same size as the included markers and opening them up in a text editor they seem to be the same format.

I added them to both the data folder with the other makers and added them to the list in blueprint.

However, when launching the app on my phone my custom markers don’t work!
Anyone have any luck adding their own markers? And if so, what was your process?

Thanks!

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I also use some other driver management, in this PC is able to identify the camera, in other computers are able to run, but I do not know why only my PC in this computer can not identify the camera ~???
Attached Images Attached Images

I just bought a personal license of the plugin and tried it in my windows laptop (windows 10). Unfortunately I always get the error “webcam init error”. I also get the error from windows demo (http://www.unreal4ar.com/demo-videos/). In order to solve the issue I made a loop to test different camera’s IDs (from 0 to 16) without any success. Any ideas?

Hi.

I had a similar problem and found out that my antivirus was blocking UE from accessing the camera. Disabling camera protection did the trick.
You could also try to start your camera in another program and see if it works.

Hi !

I’ve tried your plugin with multiple custom testmarker but i can’t get it to work. If i write them in the “Markers” Enumeration and it recognizes just the first one in the list. Is this a bug or do i something wrong? I’m using UE 4.16.2 and the 1.8 Plugin with personal license. I’ve tested it in the “ARToolkit Simple” Scene. Sorry for my english.

Thanks in advance!

Is there a way to use a different marker size besides the default Hiro size provided? I know it’s possible with NFT Markers, but those are more complex. Just trying to use regular Markers set to 40mm.

This is currently possible with the Unity plugin which allows you to define the marker size. If it’s not possible with the Unreal ARToolkit plugin are there plans to do so ?

Hi xmak.

I have kaspersky and I did what you suggested but without any l luck, I still get the same error. I also try disabling the antivirus, and nothing.

Hello. I bought the full commercial license and I wanted to congratulate you on your work. But I do have one issue which is,
on the first page of this forum and in the second video (the one with the motorcycle) we can see the motorcycle being scaled and rotated.
Can someone please tell me how this is being done. I can’t seem to find keyboard shortcuts or mouse controls to achieve this. Thanks in advance.

Hey :

Thanks for the plugin! It is great. We have been using it for an android development and with the new Android version 7, I have noticed an issue specifically with the Google Pixel. The camera does not work on the Pixel, do you have any idea why?

EDIT and ANSWER:
The file path for the obb in the APL file needs to start with Android

“/Android/obb/”

Thanks!

how can I record whats on the users phone?

My problem is solved. I just moved the “WindowsNoEditor” folder to C:\ and executed .exe file with success. I also set camera id to 1 (default value).

Hi Emma,

I am glad to hear it is working now! Did you have any special characters in your project path ?

You may find the following links useful:

Android:

iOS:

It’s not supported but you can change it from source code.
In \Plugins\ARToolkitPlugin\Source\ARToolkitPlugin\Private\ARToolkitDevice.cpp search for patt_width variable. It is set to 80 by default. It is the size of the marker.

The plugin works with multiple markers simultaneously. You could check out the simple demo (the one with chairs), it uses both the hiro and kanji markers.

You need to do 2 things in order to work:

  1. Copy the marker file to \Content\ARToolkit\Data\ as patt.YOUR_MARKER_NAME
  2. Add YOUR_MARKER_NAME to the marker enumeration.

You should also check the output log to see if the marker is loaded successfully.

Yes I had an _ in the project folder name and the path was too long, so I moved “WindowsNoEditor” folder to a location with a shorter path and without any special character in it. Thank you.

How should I prevent the object’s jitter when its location and rotation is binded to a NFT marker?

We purchase commercial version license and use it.

Using MacOS Sierrs (version 10.12.5) and Xcode 8
I am trying to transfer the real machine to iOS with unrealengine 4.15.3.

I can not transfer because of the following error.
Can you ask me the solution?

Failed to open descriptor file ‘…/…/…/AR7Project/AR7Project.uproject’

Add a screenshot of iOS to the attached file.

Hi !

Thanks for your quick response!

I already did what you said. My and the default markers are loaded successfully without an error as i can see in the output log file. As you mentioned, they should work simultaneously but in my case they don’t. It is only working with one marker at the time and that’s the marker i put in top of the list. I’ve a Logitech Webcam Pro 9000. I hope this describe it clearer. Are there people who experience the same problem? Thanks for any help.

Greetings
i1i1