Augmented Reality for UE4

Ah…the demo issue was solved with that given path. Thank you.
I am newbie at programming so I appreciate it.

-how

Hi guys I have a few questions! Android run fast?? Artoolkit unity3d to run for very long so I gave it up. Could you upload your test project in the Play Store to seamlessly download and watch? and whether it is possible to integrate with the network so that the file is somewhere in the cloud?? you need to make a version with a watermark but with the export of any platform so that people did not arise of such stupid questions XD yet would make video Tutorials (sorry for my English =) )

Hi,
1 How can i change meshes? It is possible in Example version(Free)?
2 How can i change resolution?
3 How can i make plugin read more than one QR code?

Android:

  • ARToolkit runs fine on android, but the overall speed depends on the phone hardware. Motorbike demo project (with post processing , antialiasing, with static shadows) on S4 mini / LG Leon / LG L90 runs around 40-50FPS )

IOS

  • iPhone 5S ~ 60FPS running very smoothly with post processing, anti-aliasing, dynamic shadows.

App Store / Play Store

You are right, I’ll prepare and upload mobile demos to each stores.

Watermakerd mobile demos

Unfortunately it won’t work. UE4 cannot package / run projects with plugins, without the full C++ source code.

Tutorials are coming soon. I start documenting everything this week.

  1. Select CubeHiro object, and in it’s properties there is a static mesh drop down where you can select mesh for the Hiro marker.

  2. On windows -> edit ARToolkitBase blueprint -> Find the Init node and check “Show Pin”. It will display a resolution selector window when you play the project. For optimal tracking performance use 4:3 resolutions like 640x480 or 960x720 at minimum of 30FPS

  3. The demo project loads 4 markers by default. If you want more, then add the name of the new marker to the Markers enumeration. (Blueprints/Markers)

New version of the AR plugin is available to download!

**AR Plugin V1.4 **

  • UnpackData function added for Android builds (extracts data from obb to ue4game)
  • Updated IOS path handling (IPA, lauch on device, shipping builds)
  • IOS camera permission / first run fix
  • Removed FOV / marker position hack
  • Camera position/rotation can be aquired from markers, new camera position/rotation nodes
  • Updated motorbike demo (camera position / rotation is calculated based on the marker)

Get the plugin from the link below:
http://www.unreal4ar.com

Hello! Can I change the way storage of markers ? for example on the desktop ?

You can’t do that using the binary editor demo. Markers are stored in Content/ARToollkit/Data and Content/ARToollkit/DataNFT.
If you have the source code version you can find the path in the source code (ARToolkitDevice.cpp - LoadMarkers function) and change it, but I would not recommend that.

With the upgrade now my app crashes at the begining… even I tried to go back to the previous version and it doesn’t open :frowning: first I had a problem with automation tool (I had to rebuild the whole project) and then now my app crashes… even it doesn’t show the splash screen

Hi , I am just trying out your plugin for the first time. I am currently getting a crash on BeginPlay() (Windows 10, VS2015, UE 11.0 preview, Logitech C920 HD pro webcam). For some reason, it occurs on arVideoOpen. However, running ArToolkit’s simpleTest.c sample with the same settings (-devNum=1 flipV) works fine.

Am I missing something? Any possible leads? Thanks.

Hi num3ric,

UE Version 4.11 is not yet supported, or tested.
I’ll install 4.11 preview 3 today and do the required changes to make the plugin work with it.

Are you also using 4.11 Preview ? On which mobile platform do you experience this problem ?

nevermind I had to recompile the whole engine (for some reason the UnrealAutomationTool wasn’t build, I was using the 4.10.2 source code) and it worked fine…

But I have other question, do you know how can I set the camera as portrait and not landscape?

Hi . Many thanks for the V1.4 update with new camera nodes - still experimenting with getting this added to my project.

I’d like to make a feature request for support of 2D barcode markers. I’m hoping to use multiple markers at the same time and the efficiency of the simple matrix code type could be very useful.

The error I was experiencing was due to the fact that the plugin DLLs weren’t in my root project Binaries/ folder. I manually copied them over, and it now seemingly runs fine under 4.11. Thanks.

Try to modify the motorbike demo from the latest 1.4 version. In that demo the marker modifies the position / rotation of the camera not the subject, so physics will work well.

DLL loading system has changed in 4.11, that is why you are experiencing problem with the plugin. I’ll wait until 4.11 final version, and will find out a solution. Until that you need to copy DLL-s manually.

In ARToolkit.Build.cs comment out or delete the line PublicDelayLoadDLLs.AddRange(…
(It will make the plugin work in the v4.11 editor)

Hi ,

I want to purchase your plugin, but the payment can’t get through.
I’ve tried PayPal too but not sure what’s wrong. Can’t login from the website but I could login from PayPal site.

Can you send me PayPal invoice for Personal License>?

how can you set the actual camera in the ARToolkit Advanced Example as a Portrait in android? Actually the project it’s set to Portrait but the camera displays in landscape:

Here is an image:

Hi,

I’ve just sent you a private message with details.

Thanks,