Image tracking/detection not working in UE5 (ARKit)

Is anybody else having issues with image tracking in UE5? It does not seem to recognise any images in AR.

I’m using the same template that has worked fine in all older versions of UE4 and have done some tests like:

  • Disabled ARCore plugin
  • Tested with ARSessionConfig data asset configured to session type = image.
  • Tested with ARSessionConfig data asset configured to session type = world.
  • Tried GetAllARgeometries then cast to tracked image
  • Tried GetAllARgeometries by class

I have tested on iPad and iPhone XR.

If anyone else can confirm the same issue I will submit a bug report

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Surely somebody else out there is doing IOS image tracking in UE5??

Bump

I’m just testing ARMarker tracking and experiencing something similar. Need to do some more testing however our migrated 4.27 doesn’t appear to be identifying markers now.

Ok thanks, I’ve submitted a bug report

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I’m also following this up with Epic and sending them an example . I’ve verified:

  • ARCandidate images are present in ARSession
  • No candidate images are being identified

I know that in the past, the exact format/compression of the image was important and possibly UE5 has different requirements/settings to UE4 for managing this?

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I’ve tested with png/jpegs and tried using the default texture settings instead of the ones recommended for UE4 development but had no luck. I’ve tried using power of 2 texture sizes and images of different complexity.

This is working fine on Android

Thanks xadamxful. Do you have a link to this bug report?

The problem also exists in the UE 5.0.2 version

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No they’ve not created the ticket yet

i am also facing same issue as i start gaming on my i phone xsmax and when i start watching videos on some high authority websites this error occur.

I have to take that back. I tried it again today directly on mac and it works. The difference to earlier versions is maybe that the tracked images have to be exactly the same as the candidate images. So if the candidate image has transparent areas or white corners, then it has to be the same on the printed test paper.

Unfortunately, the remote build from windows to mac with ue5 does not work for me. https://forums.unrealengine.com/t/marketplacerules-dll-does-not-exist/566285 But that’s another story.

Greetings

That’s interesting, I have tried multiple images with no success - which are exactly the same as the candidate images. Would you mind sharing the image you are using and the dimensions/settings you’re using in UE5 so I can test on my end?

I’m remote building from windows to mac so maybe it only affects windows?

I was informed that 5.0.2 had fixed this however no luck with any of my test projects which are packaged using remote build.

No it’s not working for me either using remote build in 5.0.2

Has anyone had success doing Mac builds with 5.0.1 for this? I can’t quite tell from this thread however it sounds like it (strangely) may work when built directly from 5.0.2 installed on a Mac?

A few things worth trying…

  1. Verify your image is a good one for image tracking. You can do so with Google’s tool: The arcoreimg tool  |  ARCore  |  Google for Developers
  2. Make sure in the texture settings for your image, the compression is set to User Interface 2D (RGBA).
  3. Create a new , don’t use the template. Do it from scratch with the most basic set-up ever to narrow down the to just image tracking.

See example Blueprint here:

Feeding back on this that this is still a bug in 5.0.3 and is known to Epic (as we’ve raised it with them).

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I submitted a bug report months ago but still haven’t heard anything, they’ve not created the ticket yet so we can’t even vote on it

I can’t speak about remote builds, but we’ve successfully been building AR apps with image tracking on new M1 Mac with macOS Monterey for iOS devices with 4.27. The items I mentioned above were how we resolved common problems we had, the most important being testing the quality of the image you use using Google’s arcoreimg tool as well as starting projects with the most minimum working set-up before progressing further.

I’m not sure if it’s the case for the OP here, but just mentioned it in case it helps!

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