Augmented Reality stuff and Virtual Reality stuff in the same project - possible?

Is it possible to have AR (both ARKit and ARCore) and VR stuff existing in the same Unreal project (for instance the same scenes, the same lights, assets, etc), so that one can maintain the scenes’ assets without having to replicate the changes across different projects (a VR and an AR project), which would make maintenance much more difficult? And should this be possible (VR and AR stuff in the same Unreal project), then how?

Thanks a lot in advance for your help!

Hi Ibassanini,

The engine is built with the philosophy of ‘abstracting’ as much as possible. For example, a MotionControllerComponent should work both in the context of VR and AR.

What I’m thinking about is whether or not to try and have just 1 pawn/character or 2 (One for VR and one for AR) Best case scenario would be to have 1 (and branch/set logic with ‘GetHMDDeviceName’) but the downside might be that with AR, if you’re using nodes/functions from the AR platform plugin, you might run into problems if trying to ship on a platform that doesn’t allow other .dlls/plugins. (I ran into this when trying to ship on Oculus store with SteamVR plugin enabled, luckily I was not using any SteamVR specific functions)

OpenXR should solve all of this! :slight_smile: :pray:

So yes, it should be possible, but be mindful of what functions you’re using from ARKit and ARCore. VR is very well abstracted, but I view AR as being in a nascent/unstable state.

Cheers!

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