You need to use the VS version required by UE4 4.17. I am not sure if it’s working with 2013. I would recommend to use 2015 or 2015 Community edition (free).
C++ project is required to build the plugin for different platforms.
Hi ,
Our company has bought one commercial copy 10 months ago, “Order #3793 was placed on 2016-12-01 and is currently Completed”. And it was v1.6.
When I click the download link of v1.9 in the orders page today, it says, “Sorry, this download has expired Go to shop”.
Normally I would expect of 1 year software maintenance of free upgrade for the 249 dollars paid. As for your plugin, do I need to pay again to get upgrade?
hi thanks for your reply but according to UE4 official Android guide
“The CodeWorks for Android 1R6 installer requires an installation of Visual Studio to complete successfully. Supported versions are 2010, 2012 or 2013 (not 2015)”.
so they mentioned VS 2015 is not supported…
are you sure i can Make Android build using VS 2015.
Thnak you.
Hello, I sent you a new download link. Please try now!
I am sure it does support 2015. I am using it for daily development.
Thx, it worked !!!
Very, very good!
Purchased a few months ago, started a project, engine updated a few times and so did you. In mid development of a project due on MONDAY, and I have been forced to upgrade to 4.17. I tried updated from you on the site, and it mentioned I have exceeded my downloads!! please help asap
Hello,
Check your emails! I sent you a new link. Thanks for your patience!
SUPER FAST SUPPORT, better than AAA. Sorry, I was impatient, messaged from a few sources as I literally have to rebuild this full app today, have our hometown Marriage Reception tomorrow, and present the app on Monday. The scheduling has all been out of my control lol. Thank you for helping so fast! I honesty thought I would going to be buggered. Cheers!
The install.bat file fails for me saying I don’t have permission to write the OBB file so I haven’t been able to test that way. Prior to making the change to obbPath in ARToolkitPlugin_APL.xml I was able to from within the editor onto the device and everything worked. I’m not sure if launching from the editor is bundling all of the assets into the APK instead of splitting the data out into an expansion file though.
I’m seeing the white screen after I publish the app as a beta on the Google Play Store. The app opens the first time, I see it downloading the extension file, and then it switches to the white screen. I connected to the device the app was installed to using ADB and the OBB file is present on the device.
Any other thoughts on what I’m doing wrong?
Hi,
WE ENCOUNTER A PROBLEM WHEN PACKAGING THE PROJECT INTO ANDROID DEVICE.
After we packaged the project, and in the android phone, we get a white screen background as shown in attached picture.
These are the step we went thru to create the application:-
-
Create a sample project following these instruction in a window 10 PC.
http://www.unreal4ar.com/getting-started-full-version/ -
Checked “Package game data inside .apk” under project settings/android
-
Change Build Configuration to Shipping & DebugGame (Tried both, get same result)
-
Package project by select android All.
-
Copied the packaged APK into Andriod device with below spec.
-Hua Wei Mate 9, Andriod ver 7.0 Nougat -
Install apk from the phone.
-
Successfully install, but when launching the app, it say “webcam init error”, with a white screen background. Refer attachment.
THANK YOU
QJ
HI,
WE HAVE A PROBLEM REGARDING TO ANDROID DEVICE PACKAGING.
We packaging the sample project into our android device, and after we it, we get a white background and “webcam init error” message as attached picture. We went thru below processes to create the application:-
- Create a sample project following these instruction. - http://www.unreal4ar.com/getting-started-full-version/
- Checked “Package game data inside .apk” under project settings/android
- Change Build Configuration to Shipping & DebugGame (Tried both, get same result)
- Package project by select android All.
- Copied the packaged APK into Andriod device with below spec.
[Hua Wei Mate 9, Andriod ver 7.0 Nougat] - Install apk from the phone.
- Successfully install, but when launching the app, it say “webcam init error”, with a white screen background.
PLEASE HELP.
THANKS
OWSON
I’ve reduced the size of my app so that it is under 100mb and changed the package configuration so that all data is inside the apk. Launching the app on the device from within the editor works. Packaging the app and then deploying it using the install script gives me a white screen.
Hi,
You need to UNCHECK “Package game data inside .apk” and generate the corresponding .obb file too, also need to install the app using the generated .bat file.
Please let me know if it’s working!
BR,
Hi,
You need to UNCHECK “Package game data inside .apk” and generate the corresponding .obb file too, also need to install the app using the generated .bat file.
It won’t work otherwise.
BR,
Hi ,
I was generating an OBB originally but had the same issue with a solid white screen when deploying the app as a beta to the Google Play Store. The install script locally always errors out saying it doens’t have permission to write the OBB so I was never able to deploy the packaged project locally. Launching to the device from within the editor was working though.
Hi .
Can you say expected release day for 4.18 support?
Working on it! I am expecting to release it on Monday! (30th Oct.)
Hi ,
I manage to get it working following your suggestion. Thanks.
Another question is, i realize the resolution of the background seems quite low, and i think it is because of the camera output is tune to 640x480 based on the default camera_para.dat.
Is this assumption correct?
Are there any way to improve the background resolution?
Lastly, will the logo detection performance improve if the camera capture resolution increase?
Thanks.
Owson.