Hi , first of all thank you for creating a really well made AR plugin that works for Windows, most of them are Android/IOS only.
I have two questions:
can I have 2 of the same type of markers on screen at once? For Examples 2 Hiros on screen.
How do I set the Camera resolution to 1080p or 720p 30fps and have that setting save each time I play?
I am also really struggling to figure out how to get NFT markers working?
I’ve read through the doc, but it’s not very helpful in explaining how to actually test the Data set?
I’ve been doing some tests with these 3 nodes you recommended. What I could find out was that the set threshold mode and set threshold nodes have to do only with marker recognition by the camera in terms of brights and darks for easy recognition (good to have that, very useful) and the set filter node has more to do with the jittering or vibration at positioning the 3D models in relation to the marker position, but I can’t seem to soften the vibration in any way. Is there any other solution I can try to improve the vibration problem? By the way, I cannot increase the size of the marker due to the nature of the project, it needs to be in a certain place and not larger than a certain size to work for the purpose I am pursuing. Do you have any other suggestions?
With the marker tracking if I have multiple of the same marker on screen, it bugs out and doesn’t display a model on either of the markers until I remove both from the view.
Is there a way to track the first marker, and keep tracking the first marker if another of the same type is added to the view?
This setting does not Save, and I have to go through the checkbox every time, which I do not want, I want to be able to set up the parameters once.
How I can set web camera source parameters?
Hello All, I’m still struggling with this - everything is working fine except the people im showing this project to want the model stay on the market when I move away from it and not disappear. Any ideas?
Hi good day; I have the commercial version 1_16 for UE4_24.3, but when creating the project the editor gives me an error that the ARToolkitPlugin module is missing, it recommends rebuilt, but doing so gives me an error that it must be done manually but the truth I don’t know what I could do, I hope you can help me; Have a great day.
Hi - this looks like a great plugin - do you have a trial so we can verify the functionality is giving us what we want and do you have a version updated for 4.25 yet?
After a long break, and silence I am pleased to announce the latest version of the AR plugin! It’s a big update with lots of changes. Please check the changelog for details!
AR Plugin V2.0 – 2022-02-03
Completely refactored, and updated for Unreal Engine v4.27
Underlying ARToolkit framework updated to the latest ARToolkitX SDK
The plugin uses render targets for marker detection and tracking
Video image resolution can be downscaled for tracking, while the app can use full resolution video for presentation
New camera controller blueprint, and UI has been added to handle webcam parameters, such as resolution / fps
Camera input now using the native mediaplayer framework of Unreal Engine
Video file can be also used for marker detection, and tracking
The plugin uses the native android camera plugin to access camera image on Android
Simplified workflow – turn any scene into an AR scene by changing only the game mode, and publish the same application for multiple platforms
Simplified shadow catcher plane blueprint, just add it to your scene for high fidelity augmented shadows
Virtual objects can cast real time shadows to the real environment
New pawn, and player controller blueprints
Simplified marker loading, no enumerations with marker names are required anymore
Event based marker tracking and detection
Cube marker support added
IWYU support
Runs on low end devices with no ARKit / ARCore support available
Runs inside the editor, without the need of any handheld device
Camera image material that adapts (scales/crops) to the size of the viewport. Any device aspect ratios can be used automatically.
New object interaction blueprint (rotate, scale) using mouse or touch inputs
Landscape / Portrait modes are both supported on handheld devices