hi , i tried to get the mobile phone screen resolution a bit better, i tried 720,480. But the screen turns purple. Is that something familiar to you? i changed it the way you showed here (android) http://www.unreal4ar.com/mobile-video-resolutions/
And another question, i have great porblems to get this on my phone. Sometimes the export goes well 10 times, but then suddenly it goes wrong. The export is a succes, but the app wont start. And once this happends, there is no way to get this starting again on my phone. (uninstall-install. phone on, phone off,… etc) Sometimes resetten the whole phone can help it.
in the video you sow 2 objects in diferents markers in the same camera but on the proyect artoolkitadvance we can read one marker. how to read 2 diferent markers spawning 2 objects(meshes)
Hey it works really good, also my own made nft markers. Now the final step,… Making new scenes on different markers. But man, your levelbp looks complicated. Whats the best practice to do this? Should i copy the bp and make new event ticks? I rather not do that, because too many of these ticks wont work on most phones. When i duplicate the one touch bp and make some other meshes inside, seems a good start. But the way the bp will show and hide i dont understand.
Is this a full implementation of ARToolKit, but in Unreal?
What I mean is, can I use all the features of ARToolKit with this plug-in? And are they all available in blueprints?
For multiple NFT markers, just edit the level blueprint and check all of your markers visibility with the get marker node in the tick function. Once a markers is visible use it’s vectors/rotations for tracking your camera or subject.
Hello, I bought a personal version of the plug-in, did not pack it out, there is no way to put other people’s cell phones? Do I have to buy a commercial version?
Hi , thanks for the reply. I think i am almost there. Made my own markers. Copied the bp AR-actor_touch. Changed this BP a bit and referenced this to my new marker. Everything seems to work the way i did below. But somehow the original is not updating the location. So once the marker is detected, the scene stays in one location. Have you an idea whats going wrong?
i am sorry, there i am again. Most other thinks are working right now. Very happy to get this almost done But the final step is the package to an .APK. That’s not working. Do you know this is a commen problem?, and i miss a very easy step (i hope). I tried to package a fresh template of UE4 (mobile, thirst person), and that packages allright. (both ue4.18)
here is the log:
[FONT=courier new]LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.ARToolkitSimple] The current value (NewEnumerator35) of the ’ Enum ’ pin is invalid: ‘NewEnumerator35’ is not a valid enumerant of ‘<MarkersNFT>’ from Source: /Game/Maps/ARToolkitSimple.ARToolkitSimple:PersistentLevel.ARTool
kitSimple
Can you check this ? It’s located in the level blueprint of [FONT=courier new]/Game/Maps/ARToolkitSimple
Maybe you are not using this map at all, but you cannot pack the full project because of a missing value.