I’ve been trying to test the 4.19 Handheld AR Template.
Is there a way to test it in editor? I always get the following message “Attempting to Start an AR session but there is no AR system. To use AR, enable bIsARApp under Project Settings.”
In the project settings “Support AR” was enabled by default and it’s definetly active. Am I missing something?
Since your computer is not an ARKit or ARCore capable device, you won’t be able to start a session on the machine. For testing, you’ll need an AR device,
You simply “Launch on the device” or build and install *.IPA file (only through 3rd party websites afaik). Bare in mind you need device certificate and mobile provision from Apple (https://developer.apple.com/), furthermore building/launching from Windows require to have remote mac configured (mac device needs to have specific minimum OSX and XCode installed).
I actually have an S8 on Android 7 and running 4.21.2, when it deploys and launches, it immediately closes. On the checklist of things to lookout for, Yes ARCore is enabled and android project settings to make writable is enabled. But UE splash screen start and the app shutsdown
Try using 4.27+, in my experience it’s more stability version for AR (without some other bugs like in 5.0 and etc). But, for normal working, you must understand how engine and openXR works, because some little repair is normal for AR in ue4. Like “ON Lidar” or late update tracking in ios, some trouble when you open app after minimized or error in scheme startSession-stopSession-startSession in Android. For me 4.27+ is enough for Android, because this platform has very limited AR functionality and repaired by pair of crutches, compared to Apple. But for development AR in ios, we moved in swift.
With normal Swift support or the ability to use the actual ARkit functionality in UE, problem could be solved by community. Without this, you shouldn’t expect big breakthroughs in AR with obj-c.