WHAT
If you’ve been wanting to develop an AR project, but weren’t sure where to start, then this is the stream for you! Chance will give a brief overview of AR development and then he’ll dive into the ARSample project, expanding on some of the capabilities of the engine.
The ARSample project is available for download here.
WHEN
Thursday, November 9th @ 2:00PM ET Countdown]
Handled AR means more focus on mobile development. This is good news for many people, including the one developing for GearVR/Daydream!
QUESTION: Is there anything noteworthy (that you could tell us) on your roadmap? Because presently it is quite empty on this matters… Or is the product considered completely finished/polished? No offence/controversy, I am genuinely interested on the future of mobile dev with UE4!
Yep - Twitch will immediately let you watch the video online and I’ll attach the archived YouTube video to this post once that’s ready to go, usually within a day or two after it airs.
Unreal Engine supports ARCore and ARKit, for Android and Apple devices, respectively, and Chance will be discussing both of those.
unfortunately,I package ARSample with ARCore to andriod APK , then install in my Galaxy S8+, App is run but no camera’s image!! anyone knows this? please tell me something.
2.
How can we start/stop the AR subsystem at will? I can only seem to launch the project with or without AR, no toggle option. Are there any commands we can use to accomplish this?
3.
On iOS, how can i detect if the user has given the camera permission to be accessed?
4.
If the changes to accomplish the above things require me to compile from source instead of blueprints only, would i need to compile the project on a remote mac every time i need make a build, or only when source code changes happen(I really do not want to use a mac every time i need to test a minor change)?
How much is left in terms of ARKit integration in the engine. 4.18 introduced final Apple SDK, but compared to beta in 4.17 it’s missing some vital functions exposed in blueprints.
Is there documentation on the way ?
Right now, developing for AR requires to setup levels etc. with a tiny scale (0.015 scale for instance in my case), will there be any scaling modificator introduced in the future ? On the side note, doing everything in small scale makes stuff like navigation, collisions, traces not work in most of the cases, or does not work at all.
Have you actually managed to successfully build an ARKit app and package it for distribution so it can be submitted to iTunes Connect and published in the App Store?
There are a number of issues preventing us to do so with iOS 11, Xcode 9 and UE 4.18.
Missing icons in asset catalog
Distribution certificate selection
It would be great if you could demonstrate the entire process (build a sample ARKit app, package it for distribution and submit it to Apple) in the livestream.
I too am very interested in the answer to this question. My studio is using 4.18 to create an ARKit app for distribution and it would be great to know that when the time comes, we can successfully submit to TestFlight/the App Store.
1 - Some platforms like Vuforia are integrating ARKit and ARCore plane detection with image target and *3D object detection. *Will Unreal’s native AR capabilities support image-based detection or is there a third party plugin that will provide this feature?
2 - What is involved in making an AR application cross-platform? Are the AR classes generic and will utilize either ARKit or ARCore based on the device?