Augmented Reality for UE4

I am using ArPlugin version 1.7. I can not run this plugin in version 4.15. can you help me

Hello,

You need to compile the plugin before you can use.

Please check out the following URL!
http://www.unreal4ar.com/getting-started-full-version/

Hello,

I really like your plugin and i test your demo version for unreal 4.17.
I want to change the Hiro marker to another one, but this dosn’t work. I use the Hiro marker as reference and only change the Hiro letters to Test. So the size of the border and the size of the whole texture is the same.
I did the same like you have write it here.

"The plugin works with multiple markers simultaneously. You could check out the simple demo (the one with chairs), it uses both the hiro and kanji markers.

You need to do 2 things in order to work:

  1. Copy the marker file to \Content\ARToolkit\Data\ as patt.YOUR_MARKER_NAME
  2. Add YOUR_MARKER_NAME to the marker enumeration.

You should also check the output log to see if the marker is loaded successfully. "

When I start the game, the engine give me the error output “unable to load marker MyMarker”

I am really happy if you can help me. (sorry for bad english, i hope you understand me ^^)

I have 2 questions (Using the personal license and unreal 4.18.2).
I’ve succesfully build my app for iOS and Android but still have 2 problems.

I am also using NFT markers!
1: I can not find good filter settings or the object is to shaky or the object is more like floating instead of staying there.
2: It is impossible to set the offset if you turn the camera you need another offset?

please help?

First of all try to use the marker name with low case letters only. So change the filename from patt.MyMarker -> patt.mymarker , also update it in the markers enum.
If it’s still not working please send me your marker to info@unreal4ar.com, and I’ll check it for problems.

Hey ,

I’m trying to Start an IOS AR app with ARkit running, initialize and track a marker via ARToolkit for one frame on touch, and then on release turn all ARtoolkit functionality and camera use off and use the found position to project back an ARkit location. This is to get around the problem of both systems wanting camera control. Does the cleanup blueprint function completely disable the plugin’s use of the camera, or does it rely on the app closing to take care of that automatically? Does anyone know if it is possible to Run ARkit for just one or two frames and then return all functionality back to ARkit?

Hello !

We bought and are using your plugin to show a large object like a plane map.
We have some c++ skill and we would like to know if it’s possible after the camera as seen the marker and placed the object. To continue to have it placed at the same location still using the motion of the tablet even when it losts the marker ? (instead of having all the positions reseted to 0,0,0 when it losts the marker)

Don’t hesitate to tell me if that’s not clear.

Thanks in advance,

Denis

Hello Denis,

If the marker is not visible, the plugin can’t determine the position and rotation of your object. That would require some advanced tracking capability like SLAM which is not supported by ARToolkit.
What you can do is to store the last non zero vector position/rotation of the object in blueprints, and once the marker becomes non visible use the stored value to position your object.

Yes I can place my object that way but when it lost the marker the object remain in place but always in front of the camera and it seems like it’s not using accelerometer & gyroscope anymore.
Do you think it’s possible to achieve something like this, based on your plugin?
Thanks again,

Denis

? sorry my comments are very late with being approved

  1. The built in filter is always a trade off between shaky but instant tracking and a more constant float like slower movement. You need to find the settings that fits your needs.
  2. I am sorry but not sure about this, can you please describe it in more detail ?

I want to pack it to Android, how can I use it without packing .Obb file?

Hi ,
I have many error with ue4.17 and the last plugin, 1.10.
So many red error.
I’ve followed your instruction for the full version (http://www.unreal4ar.com/getting-started-full-version/)


Thank you

Hello,

Seems like the plugin .dll did not compiled properly. Did you get any error while compiling ? Also the 1.10 plugin version is for 4.18.

For ue 4.17 you will need the v1.9 plugin.

Hello ,

we are students working on a AR application. We use Augmented Reality plugin for UE4 and we are on the demo version (composed by blueprint on windows). We have an error while launching the ap on the phone which is “webcam init error”. Is it because we are in a demo version? Or a wrong option on blueprint? we try to change to portrait the device orientation settings in init blueprint. Thank you.

Nice job !

faithfully and best regard,

This is because you are using the demo version.
The demo version only works in the editor for building it you need a license.

Hi! The Interaction DEMO video inside the rotation operation in the illusion of how to achieve.Can you provide the next idea? Thank you very much.

Hello,

The DEMO version is only working on windows /macOS from the editor.

I have a fix camera and a white area front that (The area size is almost 50 cm) and a red point (2 mm) for send a position to me.
How much accuracy can i have ? Can i get 1 mm movement ?

I got this error when running ARSampleHarleyEXECUTABLE.