1.I’m using 4.21 for ARKit developing.
2.I am using ARKitCameraMaterial as ground material to receive dynamic shadow in AR, just like the following guide. Getting Started With ARKit In Unreal Engine 4 - YouTube #Getting Started With ARKit In Unreal Engine 4
Then the problem 1: the material which called “ARKitCameraMaterial” is not a unlit material after 4.20, so we can’t rendering it on a surface under the object to fake the ground which can receive dynamic shadow.
The problem 2: when i use ScreenPosition UV to modify “ARKitCameraMaterial”, it shows wrong UV scale on the divices.
Also there is a post talking about this problem:link text, but it’s still unresovled.
Here is how you repeat this problem: 1.Create and open the Template Project Handheld AR in 4.21.2 (same in 4.20\4.22p) the Apple ARKit plugins enabled.
2.Open BP_Placeable
3.Add a plane under the object.
4.Make a copy of ARKitCameraMaterial.
https://forums.unrealengine.com/filedata/fetch?type=thumb&filedataid=159051
5.Open the copy and edit nodes like this. (Photo3)
https://forums.unrealengine.com/filedata/fetch?type=thumb&filedataid=159050
6.Put this modified material on the plane.
7.Save all, Launch it to the Device (My phone is iPhoneX) and test.
Here is the screenshot from my test:
https://forums.unrealengine.com/filedata/fetch?type=thumb&filedataid=159052
It’s clearly shows a bug is making the ARKit Passthough Camera Texture display wrong UV on the plane; To fix this problem, we might need a node to crop the UVs properly, just like ARcore that Google provided a node can gives us the right UVs.
On the other hand, please allow ARKitCameraMaterial to receive dynamic shadow, it’s really important to Improve realism in AR.