Augmented Reality for UE4

Alright, if you want me to test anything, let me know.

I want to load one marker from MarkerNFT enum (with multiple markers) via select in artoolkit base when loading level.
While it loads selected marker successfully, it only detects first marker from MarkerNFT. Can you help with that?

Itā€™s me or it crashes with 4.18.1 I supposed that minor updates on the engine shouldnā€™t broke any plugin compatibility

Hello ,

I have just updated to 4.18.1, and checked the plugin, but I could not reproduce your issue.
It worked as before on Windows.

On which platform do you have the problem ?

Win64 Iā€™ve sent you by mail the log, minidump etc.

Hi ,

I have bought the Commercial license but I canā€™t get the plugin to work.
When I follow the instructions to package the plugin to Unreal Engine provided on your website I get an error when Iā€™m rebuilding the missing DLLs telling me that it canā€™t find the file named ā€˜video.hā€™. I think the error is that I canā€™t find the search path for the majority of the files in the project. The files were also red but I changed the search path of the files so that they should have been correct but I still get the same error. It seems that I have tried everything I could possibly think of but the problem still remainsā€¦ Iā€™ve been trying to fix this for the past 2 days.
The versions of the programs Iā€™m using are Xcode 9.1, Unreal Engine 4.18.1 and macOS 10.12.6.
Iā€™m including the logs from Xcode in the text file here logs.txt (51.1 KB) .

Thanks in advance!

Hi,
I bought the commercial version, and got the sample scene working on my android phone. yess!! \0/ I havenā€™t set any ios specific stuff.
I would like to use the plane detection of arkit and set objects to ar without markers, is this possible with your plugin? im using 4.18 on win, and tried to use arkitcamera component (since couldnā€™t find relevant nodes in your artoolkit), but I cannot access event that (its not available, I have arkit plugin enabled)

thanks,

Hello,

Iā€™ve sent you a full project with the pre-compiled binary in email. Please let me know if itā€™s working!

Yes it works now thank you very much!

Hi !
When I install the plugin on 4.18 and try to or package the sample scene on android mobile I have this error :
ā€œLicence not accepted. SDK Licence must be accepted in the Android Project settings to deploy your app to the deviceā€

What can I do?

Hi ,
Just brought your plugin , and i was trying make it working with ARkit.
Unfortunately, they both seem to be in conflict with each otherā€¦

I checked the code inside.

And found if itā€™s was enabled, ARkit canā€™t workā€¦It looks like both of them want to get the cameraā€¦

So, I am curious how to solve it inside?

Hi,

Itā€™s not plugin related. You need to setup your android development environment first.

Try to deploy a basic unreal project first without using the plugin. Once itā€™s working you can try with the plugin.

Hello ! First, congrats for the work, its awesome!

By what I read so far, I think your plugin migh be the solution for me (I hope so).

I need to create a project for a client where I need to use some character art painted on real walls, that should work like marks and kinda serve as a UI to select and start a game.

The Idea is that you start the app on your phone, it goes into AR mode and ask you to select a game mode, so the user needs to point the camera to one of the characters drawings on the walls to select itā€¦ (kinda like a AR menu, with real markers painted on the walls). After selecting, it runs the game level based on the selected characterā€¦

So my question are:

  1. Can a painting on awall be used as a marker, if matches perfectly the one I setup in the plugin?

  2. I donā€™t know how to program in C++, Iā€™am still learning so all my projects are made using BluePrints. Canā€™t I use your plugin in a blueplint project? (I have prettymuch the whole game blocked already in a Blueprint project); Also by working with a blueprint project I can run tests on my IOS without having to be on a MAC or having Xcode install, and my device for it is an Iphone.

Wellā€¦ Sorry for the long post, I hope you can help me here!

Thanks in advance!

Hi,

I am afraid itā€™s not possible at the moment. Both plugins are trying to access the same camera at the same time.

  1. You can paint the markers on the wall just make sure to make them big enough, so they can be tracked from further distances.

  2. You donā€™t need to know how program in C++ to use the plugin. Most of the functionalities are exposed to the blueprint system,. However you need to be able to build it from the c++ source in order to work on mobile devices. Once you have the development environment installed, itā€™s an automatic process. MacOS and XCODE is required to publish for IOS devices.

Hi
Iā€™ve been using your plugin for tests (the project was then cancelled) last year. Now I try to use it with 4.18 and it doesnā€™t work. Your plugin seems to not be updated to recent (post 4.17) Unreal coding standard.

Am I missing something? I can rebuild your build.cs, targetfiles and header files but I donā€™t think Iā€™m supposed to spend a day doing this when it says 4.18 compliant. Personal licence, downloaded 1.10 version.

If everything works fine Iā€™ll be happy to upgrade to commercial version. Thanks!

Hi,

It should take around 30 seconds to build plugin.

Did you get any specific error message ? A build log should help to find the problem.

hey man, maybe stupid question, but i just bought your commercial license. But how i get this working with a ue4 project. Start a black c++ project, but what template? I have no clue what to do!

Hello,

Check out this link to getting started with the full version. You can find the steps for all the supported platforms.
http://www.unreal4ar.com/getting-started-full-version/

Maybe my answer is irrelevant to your issue, but I had similar issues yesterday. Finally I tried installing Visual Studio 2015 next to 2017 and after that unreal did the rebuild just fine.