UE 5.1 Android AR camera not displaying on HandheldAR project

First of all thanks for your time, i had a project that derived from HanheldAR default project on 5.0 and was working correctly, once it started the scanning enviroment process u could see the camera and interact with the enviroment and place the Product Asset.

So this morning i decided to move it to 5.1, i had to reinstall the NDK and SDK in order to work properly, and once i was able to succesfully package and compile the android apk, I go to test the app and the camera is no longer showing, i mean the app an AR session does read the camera cause u can see that detetects planes and lets u place objects but u can’t see the camera background on the screen its just a black background, So i wondered that maybe was the Android Camera Player plugin. I enabled, but still get the same behaviour.

So then i did go and Test the Default project in Unreal engine called HandheldAR, i packaged and compiled the .apk and does have the same behavior as on my custom project, no camera displaying just a black enviroment.

Anyone have the same behaviour? Any help?

9 Likes

Hello i have the same issue , I have found this in my logs, even if the application have permissions when i see it inside my phone settings it still have a problem to render. Maybe different ar core version required, or something else has changed

LogPlayLevel: UAT: 12-09 20:32:04.309 11578 11578 D UE      : [2022.12.09-19.32.04:309][338]LogAndroidPermission: PermissionHelper_onAcquirePermissions android.permission.CAMERA 1 (1), Broadcasting...
LogPlayLevel: Warning: UAT: 12-09 20:32:04.310 11578 11578 D UE      : [2022.12.09-19.32.04:309][338]LogOutputDevice: Warning:
LogPlayLevel: UAT: 12-09 20:32:04.310 11578 11578 D UE      :
LogPlayLevel: UAT: 12-09 20:32:04.310 11578 11578 D UE      : Script Stack (0 frames) :
LogPlayLevel: UAT: 12-09 20:32:04.310 11578 11578 D UE      :
LogPlayLevel: UAT: 12-09 20:32:04.311 11578 11578 D UE      : Ensure condition failed: oldValue == newValue [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Core/Private/HAL/ThreadingBase.cpp] [Line: 189]
LogPlayLevel: UAT: 12-09 20:32:04.311 11578 11578 D UE      : oldValue(0) newValue(1) If this check fails make sure that there is a FTaskTagScope(ETaskTag::EGameThread) as deep as possible on the current callstack, you can see the current value in ActiveNamedThreads(1)
LogPlayLevel: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogStats: FPlatformStackWalk::StackWalkAndDump -  0.030 s
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: === Handled ensure: ===
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error:
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: Ensure condition failed: oldValue == newValue  [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Core/Private/HAL/ThreadingBase.cpp] [Line: 189]
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: oldValue(0) newValue(1) If this check fails make sure that there is a FTaskTagScope(ETaskTag::EGameThread) as deep as possible on the current callstack, you can see the current value in ActiveNamedThreads(1)
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: Stack:
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: [Callstack] 0x00000071E88519C4 libUnreal.so(0x000000000CE3F9C4)!IsInGameThread()  []
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: [Callstack] 0x00000071E9238560 libUnreal.so(0x000000000D826560)!UObject::ProcessEvent(UFunction*, void*)  []
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: [Callstack] 0x00000071E5F6A730 libUnreal.so(0x000000000A558730)!void TScriptDelegate<FWeakObjectPtr>::ProcessDelegate<UObject>(void*) const  []
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: [Callstack] 0x00000071E5F6A3E0 libUnreal.so(0x000000000A5583E0)!void TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>(void*) const  []
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: [Callstack] 0x00000071E5F8A820 libUnreal.so(0x000000000A578820)!FAndroidPermissionDynamicDelegate::Broadcast(TArray<FString, TSizedDefaultAllocator<32> > const&, TArray<bool, TSizedDefaultAllocator<32> > const&) const  []
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: [Callstack] 0x00000071E5F8A640 libUnreal.so(0x000000000A578640)!Java_com_google_vr_sdk_samples_permission_PermissionHelper_onAcquirePermissions()  []
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: [Callstack] 0x00000071F940001C base.odex(0x000000000002B01C)![Unknown]()  []
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error: [Callstack] 0x00000071F940001C base.odex(0x000000000002B01C)![Unknown]()  []
LogPlayLevel: Error: UAT: 12-09 20:32:04.342 11578 11578 D UE      : [2022.12.09-19.32.04:342][338]LogOutputDevice: Error:
LogPlayLevel: UAT: 12-09 20:32:04.344 11578 11578 D UE      : [2022.12.09-19.32.04:344][338]LogStats:                SubmitErrorReport -  0.000 s
LogPlayLevel: UAT: 12-09 20:32:04.344 11578 11578 D UE      : [2022.12.09-19.32.04:344][338]LogStats:                    SendNewReport -  0.000 s
LogPlayLevel: UAT: 12-09 20:32:04.344 11578 11578 D UE      : [2022.12.09-19.32.04:344][338]LogStats:             FDebug::EnsureFailed -  0.035 s
1 Like

Having trouble with this too, am trying to use the template as well. I’m getting the planes detection as well however I can’t seem to display the camera feed :frowning:

4 Likes

I have the samme issue. any ideas how to solve this?

1 Like

I have the same problem on my Pixel7. It worked in 5.0, but in 5.1 it doen’t render the camera overlay, even if I had bEnableAutomaticCameraOverlay turned on.
Is there any solution?

2 Likes

Hey guys! Same here, looking to see why…

1 Like

I’m having the same issue, for the moment I’ll stick with 5.0 :confused:

1 Like

Same problem here, got it working in 5.0.3 though.

1 Like

Hi all,
Epic seems to have confirmed this issue. Please vote up that :+1:

1 Like

I’ve verified the AR Camera overlay display on Android devices in the latest ue5-main branch.

Its working?

5.1.1 still not working, tried to build the 5.2 from source but it never ends to compile

I’m pretty sure it’s easy enough for EpicGames to fix this bug, but it’s like they’re ignoring us! Because of this, I could not defend my thesis on the exam!

go back to 4.27, it work there unless you have a project advanced like me and now you cant downgrade it :man_facepalming:t4:
Edit:
I think I found an solution so far to 5.1.1, go to this post please

1 Like

It works, but now my camera is upside down!

maybe your app has the screen set to reverse portrait.

check this

Снимок
Everything is correct in the settings.

I created a clean project, it works correctly. Then I compared the settings in the new and in my project. I set the values and everything worked!

2 Likes

I solved the same problem by upgrade to UE5.1.1 from UE5.1.0. Give it a try.

i have the same problem but my camera faced the texture and not show my room


i use unreal 5.2

3 Likes