Image tracking/detection not working in UE5 (ARKit)

Using the Unreal 4.27 plus branch fixed the issue for me

I see, so no Unreal 5 then. Thanks!

OK, I solved it by recreating the project from the scratch (dumping the template) and now it works (or so).

The issue apparently is that I have add a Set Tracking Origin node in the ARPawn Blueprint. However, the issue is that the tracking precision is…sort of off

You on iOS?
Could it be related to this issue? UE5.3 AR Actor Location Not Positioning Correctly (IOS) - #4 by TTF_eric1

Hi @szmatefy,

I was wondering if you could expand on your answer a bit. I’m also trying to get image tracking to work on UE5.4.4, but whatever I try, I don’t ever get a marker to be recognized on iOS (ARKit). I first tried the template and the FireDragonGameStudio tutorial (https://www.youtube.com/watch?v=6mavqUqX0MA) but that didn’t work.

Then I tried, like you suggested to drop the template and start from a Blank project. I think I’ve configured everything correctly (I see a video image, I see a cube floating in space) but I still don’t get any sign that a marker is detected.

As in the tutorial I’m using a Hiro marker. But I’ve also tried the default marker from the Apple AR tutorial (Detecting Images in an AR Experience | Apple Developer Documentation).

I have also tried setting up the project in UE5.2 and 5.3 but no luck there either.

I’m using Xcode 15.4, my iOS is 16.5, and UE5.4.4.

Any help would be greatly appreciated!

This costs money, but I was able to use it to learn how to implement Image Tracking in my app.

He has a Discord channel and is very responsive.

Definitely, some images work better than others, and some photos, like the Hiro markers, i couldn’t get to work at all. You also have to get pretty close to the image. On A4 paper, you should be within a meter of the image for it to be recognized.

My app is in 5.2, but i have a build working in 5.4 as well.

Here are some videos of it in action in my app

UE5.2
Xcode 16.2
ios 16+

-e