iOS AR app shows black background rather than a camera overlay in production

Thank you very much, but when I open my project I get this message: “Plugin ‘AppleARKit’ failed to load because module ‘AppleARKit’ could not be loaded. There may be an operating system error or the module may not be properly set up.”

Sorry. I’ve had someone else report the same thing, so it’s not just you. But I’ve had others say it works fine. However, there are reports of the AR image being slow. I’m not quite sure what is causing any of these issues. Unfortunately, I’m not in any way an expert in Plugins for UE. All I can say is that it does work for me, though I’m not sure that is of any help.

I suspect that it has something to do with how your project is set up. It may be an issue with a Blueprint project vs a C++ project. It works fine in my C++ project and, unfortunately, the default sample AR project that you get from UE is Blueprint. Quite honestly I don’t know.

I’ll continue to take a look at it and see if I can figure out how/why some people are getting that error. Though this may be challenging as I can’t reproduce the error.
Additionally, hopefully, more people trying it out will shed some light on the situation.

-e

As far as I can tell, the error is occurring because the library is not signed properly. On my machine, I have 4 errors about the signing status of the dylib files. without those, i assume the modules and subsequent plugin loads should fail.

Im also no expert in unreal plugins, however, there must be some way to properly sign the package, on anyones end.

You need to run these dylib files so you can allow them to run in your macbook, and then the plugin opens fine, but when i added this on the projects plugins, i couldn’t run the project as i had 2 copies of the same plugin and when i replaced it on the engines plugin files it didnt open at all

Hello,

My AR app works perfectly packed for development, but it shows black background packed for Shipping + Distribution.
The app was created with UE 5.1, same problem.
I tried with 5.2 and 5.3. Same problem.
¿Can you please comment what’s the proper software requirements for it to work in 5.3?
I have MacOS Ventura 13.5.2 + Xcode 14.3.1 + packed for iOS 16 with Metal Shader v.3
Thanking your cooperation in advance!

Hello,

¿Has anybody succeed with an iOS ARKit app using UE 5.3 and Xcode 15 in Mac?
Installing AR Hanheld project I have the same problem with black background rather than a camera overlay in PRODUCTION.

Hello!

I beg your help with this issue.
I have downloaded the file from GitHub and substituted the original one in the correct path in Engine. I’m working with UE 5.1.
I have packaged my project in development and it works perfect.
I have packaged my project in shipping for distribution, I have sent it to Apple Store Connect via Xcode 14.3 and I still see a black screen instead of camera feed.
I’m really desperate.
Sole

Hey,
So i looked at GitHub and it does look like this fix did ship in UE5.3. So if you can use 5.3 i’d recommend you do that.

So I’m not 100% sure what’s going on with your issue.
If you are downloading the file from GitHub then you need to delete the Binaries folder in the plugin and then re-build the plugin. If you just replace the AppleARKitTextures.cpp file in you Engine/Plugins folder then it wont work because UE will just use the existing binary. So you need to copy the plugin to your Project/Plugins directory and then get it to rebuild in Xcode.
Try this:

  1. take your Engine/Plugins AppleARKit plugin and copy it to your [PROJECT NAME]/Plugins folder. Go ahead and just create a Plugins folder if you don’t already have one in your project directory.
  2. From now on we’ll just be dealing with the Plugin folder that is in your Project dirrectory. Don’t do anything to the Plugin folder in your Engine folder.
  3. Download the AppleARKitTextures.cpp file from Github and replace the existing file in the Private directory AppleARKit/Source/AppleARKit/Private/
  4. Delete the Binaries and Intermediate folders from the AppleARKit folder
  5. Start up your project in UE Editor. You should see something like this:
    Screenshot 2023-11-13 at 12.37.07 PM
    Click Yes and wait for Editor to finish building and launch.

Now you should be good. Build your release app and upload to TestFlight.

Best of luck.
-e

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Hello!
Thank you very much.
I am going to work on it right now!

Regards!

Hi!

After doing your five points, I received a new Error Message after clicking Yes to Rebuild: [PROJECT NAME] can not be compiled…
I am going to try another solution here:

Thanks however!

It works in UE 5.1 Shipping + Distribution !!!
Thanks a lot!!

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