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.
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
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
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?
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
Edit:
I think I found an solution so far to 5.1.1, go to this post please