Hi @hadibeiki, I’m having the same issue. Were you able to solve this?
Same Problem… any solution…?
Same problem here
I have the same problem, and I have found that is a problem with the materials in the ARUtilities plug-in. These are the warnings that are displayed, so the engine use the default material. Not solution yet.
LogPlayLevel: Warning: UAT: 08-22 17:44:27.496 25156 25498 D UE : [2023.08.22-16.44.27:496][ 0]LogMaterial: Warning: Invalid shader map ID caching shaders for ‘M_PassthroughCamera’, will use default material.
LogPlayLevel: UAT: 08-22 17:44:27.496 25156 25498 D UE : [2023.08.22-16.44.27:496][ 0]LogMaterial: Can’t compile M_PassthroughCamera with cooked content, will use default material instead
LogPlayLevel: Warning: UAT: 08-22 17:44:27.496 25156 25498 D UE : [2023.08.22-16.44.27:496][ 0]LogMaterial: Warning: [AssetLog] /storage/emulated/0/Android/data/pt.topbim.twinar/files/UnrealGame/TwinAr/Engine/Plugins/Runtime/AR/ARUtilities/Content/Materials/M_PassthroughCamera: Failed to compile Material for platform GLSL_ES3_1_ANDROID, Default Material will be used in game.
LogPlayLevel: UAT: 08-22 17:44:27.496 25156 25498 D UE :
LogPlayLevel: Error: UAT: 08-22 17:44:27.496 25156 25498 D UE : [2023.08.22-16.44.27:496][ 0]LogMaterial: Error: Tried to access an uncooked shader map ID in a cooked application
LogPlayLevel: Warning: UAT: 08-22 17:44:27.496 25156 25498 D UE : [2023.08.22-16.44.27:496][ 0]LogMaterial: Warning: Invalid shader map ID caching shaders for ‘M_PassthroughCamera’, will use default material.
LogPlayLevel: UAT: 08-22 17:44:27.496 25156 25498 D UE : [2023.08.22-16.44.27:496][ 0]LogMaterial: Can’t compile M_PassthroughCamera with cooked content, will use default material instead
LogPlayLevel: Warning: UAT: 08-22 17:44:27.497 25156 25498 D UE : [2023.08.22-16.44.27:497][ 0]LogMaterial: Warning: [AssetLog] /storage/emulated/0/Android/data/pt.topbim.twinar/files/UnrealGame/TwinAr/Engine/Plugins/Runtime/AR/ARUtilities/Content/Materials/MI_PassthroughCameraExternalTexture: Failed to compile Material Instance with Base M_PassthroughCamera for platform GLSL_ES3_1_ANDROID, Default Material will be used in game.
LogPlayLevel: UAT: 08-22 17:44:27.497 25156 25498 D UE :
LogPlayLevel: Error: UAT: 08-22 17:44:27.501 25156 25498 D UE : [2023.08.22-16.44.27:501][ 0]LogMaterial: Error: Loading a material resource None with an invalid ShaderMap!
LogPlayLevel: Error: UAT: 08-22 17:44:27.501 25156 25498 D UE : [2023.08.22-16.44.27:501][ 0]LogMaterial: Error: Tried to access an uncooked shader map ID in a cooked application
LogPlayLevel: Warning: UAT: 08-22 17:44:27.501 25156 25498 D UE : [2023.08.22-16.44.27:501][ 0]LogMaterial: Warning: Invalid shader map ID caching shaders for ‘M_SceneDepthOcclusion’, will use default material.
LogPlayLevel: UAT: 08-22 17:44:27.501 25156 25498 D UE : [2023.08.22-16.44.27:501][ 0]LogMaterial: Can’t compile M_SceneDepthOcclusion with cooked content, will use default material instead
LogPlayLevel: Warning: UAT: 08-22 17:44:27.501 25156 25498 D UE : [2023.08.22-16.44.27:501][ 0]LogMaterial: Warning: [AssetLog] /storage/emulated/0/Android/data/pt.topbim.twinar/files/UnrealGame/TwinAr/Engine/Plugins/Runtime/AR/Google/GoogleARCore/Content/M_SceneDepthOcclusion: Failed to compile Material for platform GLSL_ES3_1_ANDROID, Default Material will be used in game.
LogPlayLevel: UAT: 08-22 17:44:27.501 25156 25498 D UE :
LogPlayLevel: Error: UAT: 08-22 17:44:27.506 25156 25498 D UE : [2023.08.22-16.44.27:506][ 0]LogMaterial: Error: Loading a material resource None with an invalid ShaderMap!
LogPlayLevel: Error: UAT: 08-22 17:44:27.506 25156 25498 D UE : [2023.08.22-16.44.27:506][ 0]LogMaterial: Error: Tried to access an uncooked shader map ID in a cooked application
LogPlayLevel: Warning: UAT: 08-22 17:44:27.506 25156 25498 D UE : [2023.08.22-16.44.27:506][ 0]LogMaterial: Warning: Invalid shader map ID caching shaders for ‘M_DepthColoration’, will use default material.
LogPlayLevel: UAT: 08-22 17:44:27.506 25156 25498 D UE : [2023.08.22-16.44.27:506][ 0]LogMaterial: Can’t compile M_DepthColoration with cooked content, will use default material instead
LogPlayLevel: Warning: UAT: 08-22 17:44:27.507 25156 25498 D UE : [2023.08.22-16.44.27:506][ 0]LogMaterial: Warning: [AssetLog] /storage/emulated/0/Android/data/pt.topbim.twinar/files/UnrealGame/TwinAr/Engine/Plugins/Runtime/AR/ARUtilities/Content/Materials/M_DepthColoration: Failed to compile Material for platform GLSL_ES3_1_ANDROID, Default Material will be used in game.
LogPlayLevel: UAT: 08-22 17:44:27.507 25156 25498 D UE :
LogPlayLevel: Error: UAT: 08-22 17:44:27.510 25156 25498 D UE : [2023.08.22-16.44.27:509][ 0]LogMaterial: Error: Loading a material resource None with an invalid ShaderMap!
LogPlayLevel: Error: UAT: 08-22 17:44:27.510 25156 25498 D UE : [2023.08.22-16.44.27:510][ 0]LogMaterial: Error: Tried to access an uncooked shader map ID in a cooked application
LogPlayLevel: Warning: UAT: 08-22 17:44:27.510 25156 25498 D UE : [2023.08.22-16.44.27:510][ 0]LogMaterial: Warning: Invalid shader map ID caching shaders for ‘M_ScreenSpacePassthroughCamera’, will use default material.
LogPlayLevel: UAT: 08-22 17:44:27.510 25156 25498 D UE : [2023.08.22-16.44.27:510][ 0]LogMaterial: Can’t compile M_ScreenSpacePassthroughCamera with cooked content, will use default material instead
LogPlayLevel: Warning: UAT: 08-22 17:44:27.510 25156 25498 D UE : [2023.08.22-16.44.27:510][ 0]LogMaterial: Warning: [AssetLog] /storage/emulated/0/Android/data/pt.topbim.twinar/files/UnrealGame/TwinAr/Engine/Plugins/Runtime/AR/ARUtilities/Content/Materials/M_ScreenSpacePassthroughCamera: Failed to compile Material for platform GLSL_ES3_1_ANDROID, Default Material will be used in game.
LogPlayLevel: UAT: 08-22 17:44:27.510 25156 25498 D UE :
LogPlayLevel: Error: UAT: 08-22 17:44:27.512 25156 25498 D UE : [2023.08.22-16.44.27:512][ 0]LogMaterial: Error: Loading a material resource None with an invalid ShaderMap!
LogPlayLevel: Error: UAT: 08-22 17:44:27.513 25156 25498 D UE : [2023.08.22-16.44.27:513][ 0]LogMaterial: Error: Tried to access an uncooked shader map ID in a cooked application
LogPlayLevel: Warning: UAT: 08-22 17:44:27.513 25156 25498 D UE : [2023.08.22-16.44.27:513][ 0]LogMaterial: Warning: Invalid shader map ID caching shaders for ‘M_ScreenSpacePassthroughCamera’, will use default material.
LogPlayLevel: UAT: 08-22 17:44:27.513 25156 25498 D UE : [2023.08.22-16.44.27:513][ 0]LogMaterial: Can’t compile M_ScreenSpacePassthroughCamera with cooked content, will use default material instead
LogPlayLevel: Warning: UAT: 08-22 17:44:27.513 25156 25498 D UE : [2023.08.22-16.44.27:513][ 0]LogMaterial: Warning: [AssetLog] /storage/emulated/0/Android/data/pt.topbim.twinar/files/UnrealGame/TwinAr/Engine/Plugins/Runtime/AR/ARUtilities/Content/Materials/MI_ScreenSpacePassthroughCameraExternalTexture: Failed to compile Material Instance with Base M_ScreenSpacePassthroughCamera for platform GLSL_ES3_1_ANDROID, Default Material will be used in game.
Hello, did you find any solution? I still have this problem but in 5.5
Same here! 5.5
5.5 and I also have this issue. Tried to modify the materials in the linked suggestion but didn’t work.
Anyone?
Same Problem in 5.5 ? BUT instead i am getting black screen. its like my camera tracking is working but i can see through the camera.
so i tried to search for solution on DeepSeek and Chatgpt the gave the solution to enable camera feed option in D_ARSessionConfig. But i cant find that option anywhere.
can someone help me solve it.
reply from DeepSeek and ChatGPT:
Certainly! Let’s break down Step 4 (Configure AR Camera) in detail to ensure your AR app’s camera feed renders correctly as the background:
Step-by-Step Guide to Configure the AR Camera Feed
1. Open Project Settings
- In Unreal Engine 5, go to Edit > Project Settings from the top menu.
2. Navigate to AR Plugin Settings
- In the Project Settings window:
- Click Plugins on the left-hand panel.
- Scroll down to Augmented Reality (under the “XR” section).
3. Configure AR Session Config
-
If you already have an AR Session Config asset:
- Under AR Session Config, select your existing AR Session Config asset (e.g.,
DefaultARSessionConfig
). - If no config exists, click the + button to create a new one.
- Under AR Session Config, select your existing AR Session Config asset (e.g.,
-
Enable Camera Feed:
- In the AR Session Config settings, ensure the Camera Feed section is enabled.
- Check the box for Enable Camera Feed (this allows the app to access the device’s camera).
4. Set Camera Feed as Background
- In the same AR Session Config settings:
- Locate the AR Camera Feed section.
- Set Camera Feed Rendering to one of these modes:
- Background: Renders the camera feed behind all scene objects (ideal for most AR apps).
- Before Rendering: Renders the camera feed first, allowing scene objects to appear on top.
- After Rendering: Avoid this mode (camera feed will block your AR content).
5. Update AR Pawn/Component
- If your project uses a custom AR Pawn or AR Component:
- Open its Blueprint (e.g.,
ARPawn
orARComponent
). - Find the node where the AR Camera Feed is initialized (often in the Event BeginPlay graph).
- Ensure the AR Camera Feed component is set to render in the background (matching the Session Config settings).
- Open its Blueprint (e.g.,
6. Test in AR Preview
- Use Mobile Preview (or deploy to a physical device) to verify:
- The camera feed is visible as the background.
- AR objects appear on top of the real-world view (no unwanted environment).
Troubleshooting
- Camera Feed Not Visible:
- Double-check that Enable Camera Feed is enabled in the AR Session Config.
- Ensure the AR Session and AR Origin actors are properly placed in your level.
- Black Screen:
- Verify your device has camera permissions enabled (Android/iOS settings).
- Test with a blank level to rule out conflicts with other assets.
Example Workflow
- Create a new AR Session Config asset (e.g.,
MyARSessionConfig
). - Enable Enable Camera Feed and set Camera Feed Rendering to Background.
- Assign
MyARSessionConfig
to your project’s AR Session actor in the level. - Test in Mobile Preview to confirm the camera feed appears behind AR content.
By configuring these settings, your app should prioritize the real-world camera feed as the background, hiding any unwanted environments. Let me know if you need clarification on any sub-step!
and also
i cant find AR camera feed option.
reply
If you can’t find the AR Camera Feed settings in Unreal Engine 5, it’s likely due to one of the following reasons. Let’s troubleshoot and fix this step-by-step:
1. Enable the AR Plugin
The AR Camera Feed option is part of Unreal Engine’s Augmented Reality Plugin, which must be enabled first.
- Go to Edit > Plugins.
- In the Plugins window:
- Search for Augmented Reality in the search bar.
- Check the box to Enable the plugin.
- Restart Unreal Engine for the changes to take effect.
2. Configure AR Session Config
The AR Camera Feed settings are tied to the AR Session Config asset. If you don’t have one, follow these steps:
Create an AR Session Config
- In the Content Browser:
- Right-click and go to Miscellaneous > Data Asset.
- Search for AR Session Config and create it (name it, e.g.,
MyARSessionConfig
).
Enable Camera Feed
- Double-click your AR Session Config asset to open it.
- Under the Camera Feed section:
- Check Enable Camera Feed.
- Set Camera Feed Rendering to Background or Before Rendering.
- (If these options are grayed out, your project may not be set up for mobile AR. See Step 4.)
3. Assign AR Session Config to Your Project
- Go to Project Settings > Plugins > Augmented Reality.
- Under AR Session Config, select your newly created
MyARSessionConfig
asset.- If this dropdown is empty, click the arrow (➤) and browse to your asset.
4. Ensure Mobile Platform Setup
The AR Camera Feed settings only appear if your project is configured for Android or iOS (since mobile AR apps use the device’s camera).
For Android:
- Go to Project Settings > Platforms > Android.
- Set Minimum SDK Version to 24 or higher.
- Under Advanced > Packaging, check Full Hardware Accelerated Execution (GPU).
- Go to Project Settings > Platforms > Android > ARCore:
- Check Enable ARCore.
For iOS:
- Go to Project Settings > Platforms > iOS.
- Under Advanced > ARKit, check Enable ARKit.
5. Add AR Session and AR Origin Actors
The AR Camera Feed won’t work without these actors in your level:
- In your level, go to the Place Actors panel.
- Search for AR Session and drag it into the scene.
- Search for AR Origin and drag it into the scene.
6. Check for Hidden Camera Feed in Blueprints
If the camera feed is still missing, it might not be linked to your AR Pawn or Player Controller:
- Open your AR Pawn/Character Blueprint (e.g.,
DefaultPawn
). - In the Event Graph, ensure the AR Camera Feed component is initialized:
- Look for nodes like On AR Camera Feed Render Target Updated or Update Camera Texture.
- If missing, add an AR Camera Feed component to your Pawn:
- In the Blueprint Components panel, click Add Component and search for AR Camera Feed.
7. Test with a Minimal Setup
- Create a new blank level.
- Add only:
- AR Session
- AR Origin
- A simple AR object (e.g., a cube).
- Package the APK and test on a device.
Common Issues
Camera Feed Still Not Visible
- Permissions: Ensure your Android/iOS app has camera permissions:
- For Android: Add
<uses-permission android:name="android.permission.CAMERA" />
toAndroidManifest.xml
.
- For Android: Add
- Black Screen: The camera feed may be blocked by a post-process volume or environment lighting. Disable all lights and post-processing effects.
“AR Camera Feed” Option Still Missing
- Update Unreal Engine to the latest version (UE 5.3+).
- Start a new project using the AR Template (File > New Project > Games > Augmented Reality).
Final Checks
- Test in Mobile Preview (Window > Virtual Devices > Launch).
- Ensure your Android/iOS device has camera permissions enabled in system settings.
If you still can’t find the option, share a screenshot of your AR Session Config settings or describe your project setup, and I’ll help further!