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
I have bought the Commercial license but I canāt 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 āā¦ could not be compiled. Try Rebuilding from source manuallyā
The versions of the programs Iām using are Windows 10, Unreal Engine 4.16.3 and Visual Studio 2015
Iām 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 āCaptura3.pngā
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 Iāll 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!
Iāve 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:
Then I recieve the error message āARToolKit_Template could not be compiled. Try Rebuilding from source manuallyā.
Iām 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 āD:\Programs\UE_4.18\Engine\Build\BatchFiles\Build.bat ARToolKit_TemplateEditor Win64 Development āD:\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 āARToolkitā: 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 couldnāt 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 āNo 32-bit compilerā.
What I think happened is that I got through the first error of their being no 2015 compiler. So Iām 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 itās 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
Any plans to release full documentation or the template? It seems if you change the most basic thing the entire project breaks.
Iām trying to switch out the motorcycle, which Iāve 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.
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 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
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.
thanks again, i tried a lot today again. Igot no errors in the log anymore 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, Iāve been working on getting this plugin to work on top of Apple ARkit, but Iām hitting a block with conflicting spaces.
At the simplest ājust 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?