Augmented Reality for UE4

Hello Everybody,

Updated version of the plugin is available for download!

AR Plugin V1.10

  • Updated for Unreal Engine v4.18
  • Async loading of markers with updated UI and events.
  • Fixed deprecated code warnings
  • Fixed camera data and marker file path on IOS when launching from the editor

It can be downloaded from UNREAL4AR.com from your account!

In case you did not create an account during the checkout process please send me your order# to info@unreal4ar.com

Check out: http://www.unreal4ar.com/mobile-video-resolutions/

Hi,
I want to Tracking Real Object in a video without the markers like(moving car in street).so I have some question :
1- can I achieve with this plugin?
2- can I work on imported video in Ue4 like movie texture?
3- Can I connect the UE4 to capture cart or webcam…?

thanks

Hey there.
I want to load a whole map on a marker. How do I say that a map is target? thanks

Hi,

  1. No, this plugins only works with black and white markers or image markers (NFT).
  2. , 3, The plugin requires a webcam as video source.

You can also control your camera with a marker, so you can have your subject (a whole map) stay static, and move the camera only.

Check out: http://www.unreal4ar.com/get-marker/

Use CameraRotation, CameraPosition.

Hi ,

I just bought commercial incense, followed the instructions on the website and also got the same error that most people seem to be complaining. The “webcam init error”.

The plugin works as expected when played from the editor, but as soon as you for either the Mac or the Ipad I always get the error. From what I read here “webcam init error” occurs because of missing files?

Could you be more specific on how to properly and package apps using this plugin? more specifically how to properly add the missing files that causes the “webcam init error”.

Im on UE 4.18 running on a mackbook pro (os Sierra) targeting an ipad pro (ios 11)

Thank you

Hi,

Can you post your logs from your iPad or Mac to info@unreal4ar.com ? (Not the build logs but the logs generated during running your app.)
The latest version of the plugin v1.10 can be both launched from the editor or the packed .ipa file can be installed on the device directly from xcode.

Thanks,

Hi
That’s a great plugin, so i dl the demo on google play, that’s work, then the demo unreal on your website and i test on my android white screen with this “Webcam init error!”.
I read all post with this problem and you say :
Uncheck package game data inside .apk : ok
Make a obb : Ok
Install with .bat : Ok

But that s not still work.

And i have not sd card.

How other people find the solution ?

Sorry to my english
Thanks to your work again

i copy the .apk and .obb direct in my android, then with apk installer install the apk and that s not work too.

When i by the unreal engine editor to my smartphone, white screen appear

Hi,

It’s not possible to use the free demo to create an app for andoird or ios. It works in the editor only. You need to purchase either personal or commercial versions to deploy your project on mobile platforms.

Ha okay

So if i use the launcher in the editor to see on my smartphone that s work ? (because that’s not work if that test)
If not i need a webcam to use the demo on the editor :slight_smile:

Hi i also have a question!

I am planning to buy commercial license if i get this to work:
I made an NFT marker and putted it in the array.
When i use my webcam and i hold my paper for it the output log says: “ARToolkit: Detected page 1”
So i assume he can recognize my peice of paper :D?

Althrough he doesn’t put any 3d object on it? How do i link a 3d object with this marker?

Hi,

It will work in the editor window only.

Hey , when i run my app on android 8 the camera stays black (no error in screen). Does this have to do with permissions or something? Do i just have to update my Codeworks for Android?

Hello,

I cannot tell you without the logs.
You can get the output log from the device with adb using the following command:

adb logcat -s UE4 -s CrashAnrDetector

Then run the app on your phone.

Hi , thanks for your time. Please find included the logfile.

AR_log.txt (131 KB)

Logs are looking good so far. I can’t see any error in it.
I see it’s a modified project. Can you run the default sample project ?

Did you try to run the demo from google play ?

Is it working ?

Hey ,

Just to clarify, on older versions of Android (below 8) it works fine. Currently I’m trying to get it to work on my Pixel 2. After updating my Android SDK, the app now crashes right after the loading screen, instead of the previous crash where it just showed the UI I made with a black camera feed.

The demo you sent on Google Play crashes as well, right after the loading screen. The Sampleproject that is included with the plugin (v1.10, Unreal 4.18) crashes after a couple seconds of showing the UI without a camerafeed showing. Maybe this is because of Android Oreo?

Here is a pastebin of the sampleproject crash logcat (again, on plugin v1.10 and unreal 4.18):

I tried turning off the following plugins as mentioned in the documentation just to be sure:

  • OnlineSubsystemNull
  • OnlineSubsystemUtils
  • OnlineSubsystemGooglePlay
  • Android Media Player

But this did not help.

There are some crash reports on my developer console, but they don’t make much sense to me, here is the description:

**signal 11 (SIGSEGV), code 2 (SEGV_ACCERR)

__memcpy_base**



backtrace:
native: pc 000000000001904c /system/lib/libc.so (__memcpy_base+244)
native: pc 000000000029967b /system/lib/libart.so (_ZN3art3JNI23GetPrimitiveArrayRegionIP11_jbyteArrayaNS_6mirror14PrimitiveArrayIaEEEEvP7_JNIEnvT_iiPT0_+566)
native: pc 00000000000db0f9 /system/lib/libart.so (art::CheckJNI::GetPrimitiveArrayRegion(char const*, art::Primitive::Type, _JNIEnv*, _jarray*, int, int, void*)+780)
native: pc 00000000000cba49 /system/lib/libart.so (art::CheckJNI::GetByteArrayRegion(_JNIEnv*, _jbyteArray*, int, int, signed char*)+24)
native: pc 000000000545b5a4 /data/app/com.hfb.AReality2-rnEmRgTudyhtpPTe8o3eRA==/lib/arm/libUE4.so (Java_com_epicgames_ue4_GameActivity_nativeCameraFrameArrived+100)
native: pc 000000000001cb5f /data/app/com.hfb.AReality2-rnEmRgTudyhtpPTe8o3eRA==/oat/arm/base.odex


Ok, so it’s just on Oreo devices.

Unfortunately currently I cannot test it on Oreo , but I will get one device and find out a solution.