I’m new to Unreal and checked the ARSample on my and iPad. Everything is working without any issues and now I’m checking the Sample to see how it’s working.
There are some parts i don’t understand. Why do i have two Scenes looking nearly the same? ARSample and ARSample_Env?
Thx
For those of us who have Nvidia GPUs and are loathe to purchase new absurdly overpriced apple hardware for the sole purpose of deploying UE4 to ios - when do you expect this to be fixed?
[2017.06.10-14.25.50:128] 2]LogMac:Error: appError called: Assertion failed: Assertion failed: [File:/Users/oleg/Work/UnrealEngine-dev-ar-kit/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalPipeline.cpp] [Line: 714]
Failed to generate a render pipeline state object:
Unhandled atom in intrinsic: llvm.bswap.i32
You can just run UE4Editor.app from Binaries/Mac once you have compiled it. It will ask for a project, select ARSample. If it’s getting stuck at 35% and never continuing… not sure. Logs of that would help - or maybe attach from Xcode while it’s stuck. You shouldn’t have to run the editor from Xcode (I almost never do)
The output you attached was from a Launch On, not from the editor loading.
In ARKit there is a session configuration object called ARWorldTrackingSessionConfiguration. This tracks a device’s orientation and position in a room (6-DOF), in the WWDC ARKit session Apple said that only A9 and above processors support this object. There is an ARSessionConfiguration that tracks only orientation, but that wouldn’t be enough information for an Unreal scene.
So, I bet that Unreal’s ARKit implementation requires 6-DOF and hence requires an A9 processor. So, anything less than an iPhone 6s won’t work.
I know what the problem is on Nvidia GPUs running 10.12.5 and that has been fixed for 4.17.
There are additional issues on 10.13 when running on Nvidia GPUs that we will work with Apple & Nvidia on so I’d suggest sticking with 10.12 for now, unless you can install 10.13 on an external or separate partition (as Apple strongly recommend!) so you can reboot back into 10.12 if needed.
Thanks for the update @marksatt-pitbull
Is the fix checked into any of the branches? The last commit on dev-ar-kit is on June 5th (which crashes for me as described above).
I built the ShaderCompileWorker, then UnrealLightmass, then built/ran the ARSample. Stopped at Unhandled atom in intrinsic: llvm.bswap.i32. We have a that doesn’t have the Nvidia hardware in it that i’m currently attempting to compile now without this modification. Interestingly enough, when I first started, I accidentally used Xcode8, which compiled everything, launched the editor, and compiled all of the shaders without issue - same setup listed above. I ran out of time, and didn’t get to the part of adding the certificates and provision profiles within UE4 and stopped. Then realized I was using Xcode8, so I pulled down the Xcode9 Beta, and this is when it wouldn’t even finish launching the editor before crashing as it is now. I’ll follow up once we’ve finished compiling on the non-Nvidia hardware .
We’ve been able to successfully build and deploy the ARKit demo to an iPhone7 Plus running iOS 11 beta through Xcode9 Beta and the ARkit branch. It successfully compiled on a (Retina, 13-inch, Early 2015) w/ Intel Iris Pro Graphics 6100 1536MB running OSX 10.12.5. Attempting the same on our other MBP with the NVidia GT 750M failed as mentioned previously.