Hi
Now I’m trying package for iOS, but I have news problems with plugin.
UATHelper: Packaging (iOS): /Users/ane/Downloads/CDP1/CenarioDosPassaros/Plugins/ARToolkitPlugin/Source/ARToolkitPlugin/Private/ARToolkitPlugin.cpp:55:52: error: allocation of incomplete type
I did some tests on both xCode 10.1 and on the latest 11 version and both worked fine with unreal 4.23 and the latest version of the plugin (v1.5)
I could not reproduce the issue with the compile errors in your logs.
Are you using the latest version (v1.5) of the plugin with 4.23 ?
If you need around 50 , I would suggest to use the 2D barcode markers, they are already implemented. You can download and print them from here: 2D Barcode Markers - AUGMENTED REALITY
If you want image markers I would not recommend to use more than 20 in the same app, as they take some time to load.
Hi again, we purchased the commercial liscense two days ago. You mentioned in your last post; “I would suggest to use the 2D barcode markers, they are already implemented”.
I can’t find any implementation in the SampleProject. I only found the Marker Enumeration with 4 entrys.
Am I correct, it is implemented in C++ and I can access by Get Marker MATRIX ?
And how can I convert a bitmap file (tif, bmp, png ??) to this internal patt. binary file format ? Addig entrys into the list is no longer a problem of course. Thanks in advance…
Yes, exactly. Just change the GetMarker node to GetMarkerMATRIX in the sample project.
More info about this node:
Bitmaps can be only used as NFT markers like the pinball NFT example in the demo.
The NFT images are in /Content/DataNFT
They are special files, and not recognizable by the unreal content manager, that is why you cannot see them inside the editor.
You can read more about the generation of the NFT files on this link:
You can find the ARToolkit 5.0 NFT training utility on this link:
Once you have the generated NFT files copy them to the Content/DataNFT folder, and add to the enumeration.
Hello, I would like to ask you about this AR plug-in. Can I use an Android phone to scan the identification code to display the video for playback? If so, how do I do it? I tried to modify the blueprint, but it did n’t help. Thank you
Hello - I purchased your plugin as I am very pleased. One thing - I’m using the latest unreal 4.24 - I can always get the sample to run with no problems… The moment I enable DataSmith plugin - UE4 is ask to restart once I restart it and push the app to the IPAD - the app always crashes. Something about Plugin blastplugin failed to load because module BlastCore could not be found? Thats the message on the IPAD.
Thanks I manage to get this working - One last question - I managed to change the model from the bike to a simple mesh when the image is detected - Is there away to keep the model (mesh) there on the image… even after i move away from the image instead of it disappearing ?
I have a problem with calibrating my android tablet camera. I have installed an app on my tablett, and another one on my PC. So I can use my tablet as a webcam. So far so good.
I did it twice, but I am not happy with the result. All tracked marker (I took some squared control planes for checking) are 2D shifted against live camera stream.
Is there a way to edit camera_para.dat by hand ? Just to set a different “Point of Interest” or similar?
Calculated FOV seems to be ok, marker lines are parallel by any viewing angle but still not matching. (its 2D shifted)
Is this older or newer? Or even more exact? I do not have any calib_dist.exe or calib_cparam.exe. Where can I download?
Do I even have to change some C++ lines or xml or whatever.
Of course, I can change camera yaw and pitch a little to compensate this shift in bluprint, but I would like to do a more proper calibration.