Augmented Reality for UE4

thanks , i tried, but somehow it wont start. I tried 4.18 and 4.16. I made a new c++ project, blank template. put the files in this root of this project, visual studio compiles without errors, but then ue4 gives a message that it wont compile/ or different version.

ps: why is it not possible to provide it like your demo-free project. I got that started within 5 minutes :slight_smile:

hey, exactly the same here :slight_smile:

Hi , i have exactly the same errors as TpSlimigt. Could you send me a pre-compiled project as well? :rolleyes:

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 ā€œā€¦ could not be compiled. Try Rebuilding from source manuallyā€

The versions of the programs Iā€™m using are Windows 10, Unreal Engine 4.16.3 and Visual Studio 2015
Iā€™m including the logs from log unreal

Log file open, 12/01/17 19:31:28
LogInit:Display: Running engine for game: ARCasino16
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(-84078373) SRandInit(-84078373).
LogTaskGraph: Started task graph with 5 named threads and 8 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.077709
LogInit:Warning: Incompatible or missing module: UE4Editor-ARToolkitPlugin.dll
LogExit: Preparing to exit.
LogModuleManager: Shutting down and abandoning module AnimationModifiers (34)
LogModuleManager: Shutting down and abandoning module PropertyEditor (33)
LogModuleManager: Shutting down and abandoning module AudioEditor (30)
LogModuleManager: Shutting down and abandoning module TextureCompressor (28)
LogModuleManager: Shutting down and abandoning module ShaderCore (26)
LogModuleManager: Shutting down and abandoning module Landscape (24)
LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (22)
LogModuleManager: Shutting down and abandoning module OpenGLDrv (20)
LogModuleManager: Shutting down and abandoning module D3D11RHI (18)
LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (16)
LogModuleManager: Shutting down and abandoning module Renderer (14)
LogModuleManager: Shutting down and abandoning module Engine (12)
LogModuleManager: Shutting down and abandoning module CoreUObject (10)
LogModuleManager: Shutting down and abandoning module NetworkFile (8)
LogModuleManager: Shutting down and abandoning module StreamingFile (6)
LogModuleManager: Shutting down and abandoning module SandboxFile (4)
LogModuleManager: Shutting down and abandoning module PakFile (2)
LogExit: Exiting.
Log file closed, 12/01/17 19:31:31

When build manually from Visual studio in the image ā€œCaptura3.pngā€

Thank you.

Hello,

The latest v1.10 version wonā€™t compile with 4.16 it compiles with 4.18 only.

I can, but you may have the same problem if you want to package it or on mobile devices. Send me an email with your order id to info@unreal4ar.com, and Iā€™ll send you a precompiled version.

thank you i just send a email.
But if i cannot package it, the problems will be still there i am afraid. But at least i can start a bit. Weird i cannot compile it, i will try it again. But its not very difficult, so its not easy to make a mistake,ā€¦ but who knows it suddenly works.

hi, i read almost all the pages, and i see some users with the same problems. My camera on my nexus 5 is also upside down. I tried to change the FLIP in NOFLIP. But this doesnt change it. Do you you have another way. I have been searching in your blueprints, but i dont see where i can change this!

edit: with some other phones its not inverted. Only the nexus 5. But i would really like to solve this, because thats the phone i have to use for this project!

Hey ,

Iā€™ve purchased the non commercial version of the plugin and following all your steps. However after copying the Sample Project into my current empty c++ project I get the following error.

"The following modules are missing or built with a different engine version:

UE4Editor-ARToolKit_Template.dll
UE4Editor-ARToolKitPlugin.dll

Would you like to Rebuild them now?"

Then I recieve the error message ā€œARToolKit_Template could not be compiled. Try Rebuilding from source manuallyā€.

Iā€™m using Unreal Engine Version 1.8.1 and Visual Studio 2017.

When I try to rebuild the UProject from within visual studio I get the following 2 errors:

"Error MSB3075 The command ā€œD:\Programs\UE_4.18\Engine\Build\BatchFiles\Build.bat ARToolKit_TemplateEditor Win64 Development ā€œD:\Documents\repos\01_ARToolKit\ARToolKit_Template\ARToolKit_Template.uprojectā€ -waitmutexā€ exited with code 5. Please verify that you have sufficient rights to run this command. ARToolKit_Template C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets "

and

"Error Unable to instantiate module ā€˜ARToolkitā€™: Unexpected compiler version on Visual Studio 2013 / 2015 is supported! ARToolKit_Template D:\Documents\repos\01_ARToolKit\ARToolKit_Template\Intermediate\ProjectFiles\EXEC "

Currently I am uninstalling Visual Studio 2017 and Installing Visual Studio 2015 as that may be the issue.

Okay I uninstalled Visual Studio 2017 and Installed Visual Studio 2015. My Unreal Project couldnā€™t be recompiled on an older compiler. So I re-installed Visual Studio 2017 however kept Visual Studio 2015 Installed on my Computer.

I think part of the plugin requires legacy compiler (v140) however UE4 v4.18 requires VS 2017 (v141) So you need both installed to compile with both versionsā€¦ I think. Now that did eliminate one of my errors, however a new one popped up ā€œNo 32-bit compilerā€.

What I think happened is that I got through the first error of their being no 2015 compiler. So Iā€™m just installing C++ and Windows 8.1 SDK for Visual Stuido 2015 (already on 2017) then hopefully it will be a successful compile.

ā€¦ okay itā€™s gotten further than everā€¦
ā€¦ creating libraries, dll completed,

BUILD SUCCESSFUL!!!

Okay so to anyone having issues you just need to install VS 2015 with c++ sdk and windows 8.1 sdk :slight_smile:

Any plans to release full documentation or the template? It seems if you change the most basic thing the entire project breaks.

Iā€™m trying to switch out the motorcycle, which Iā€™ve done. However the colours are controlled through a custom variable called Harely which only seems to work with the bike. I will be looking at more closely to try and figure it out.

Hi,

That code is for iOS only, it wonā€™t have any effect on the android.

Only the camera image is upside down or the UI too ?

Also please checkout in project settings -> android -> orientation (Landscape and Portrait is supported by the plugin)

ah thanks, i see. I missed that in the codse, but you are right. And i changed the projectsettings. I tried them all, ReverseLandscape works :slight_smile: Great, now i can start playing with your plugin! But still, when i want to play this project on other devices, then it will be upside down unfortunately. Do you know i can change this landscape into reverse landscape and vica versa in the (level)BP? Then i can make a button/ option in the widget to toggle between these two options.
I tried also the option FullSensor, that seems workong too, it flips to the right modes, but then the view is all stretched out. So probably the first option with the widget will be the best one.

Hi guys, any one can help me with this error code? I canĀ“t the AR toolkit on mi S7 device. NOTE: According my android studio, i have installed the android 26 on my pc

LogPlayLevel: Program.: ERROR: AutomationTool terminated with exception: ERROR: C:/NVPACK/android-sdk-windows/tools/android.bat failed with args --silent update lib-project --path JavaLibs/downloader_library --target android-26
LogPlayLevel: Program.: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed On Stage: Deploy Task, Time: 6.254448
LogPlayLevel: BUILD FAILED
PackagingResults: Error: failed! Unknown Error

Thanks a lot.

It looked so easy when i downloaded the free demo version. But it pretty dissapointing unfortuntaly. Its not easy get the whole thing running. Now i got it right, it worked. And suddenly the app wont open anymore. Cannot run it anymore. And the weird thing,ā€¦ sometimes it opends and runs the app! As if the program is not stable?! All other apps and exports work. Probably a result of the pre-compiled version.

Please send me the full log to info@unreal4ar.com

Any error in the logs ?

Also please try to disable the following plugins in UE4

  • OnlineSubsystemNull
  • OnlineSubsystemUtils
  • OnlineSubsystemGooglePlay
  • Android Media Player

thanks again, i tried a lot today again. Igot no errors in the log anymore :slight_smile: It seems that the license was again a problem. And another problem which set me on the wrong track is that the failed on my nexus5 phone, but on a it did work suddenly, and kept working. So the settings and license is okay right now. But how in earth i can get the app working on my Nexus. It doesnt fail the ,ā€¦ it simply doesnt play the app (it stops after the splashscreen). Do you think this is fixable in any setting? (it only happends with the out of the AR template, all other projects perfectly to my nexus phone)

edit: works on the nexus5 too!Seems that the nexusphones are very quick with troubles. But once you empty the cache it works again. Now i got this great plugin working on all phones without troubels. Only thing is that some phones need to play it with the reverse landscape. Trying to get that in the BP, to toggle between lthese andscape-types.

Hey there, Iā€™ve been working on getting this plugin to work on top of Apple ARkit, but Iā€™m hitting a block with conflicting spaces.
At the simplest ā€˜just get it workingā€™ level I want to find the location of a marker, get the screen space location, and cast an ARkit hit test from that screen location, assuming that the result will be correct as long as the ARKit tracking has had enough time to initialize. From there disable the marker tracking entirely since the object can be held in place through ARkit. Anyone know of a way I could move forward with this? Is it even possible to have this work on top of ARkit in that way?