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Unreal Engine Livestream - Getting Started with the AR Template - Feb 22 - Live from Epic HQ

HandheldARTemplateGraphic_TW.jpg

WHAT
A brand-new AR template is included with the release of Unreal Engine 4.19. Chance and Nick will discuss compatibility, the new unified workflow, and then they’ll dive into the engine, showing off what’s included in the template. They’ll walk through a project, sharing how to setup and debug your own project.

WHEN
Thursday, February 22nd @ 2:00PM ET Countdown]

WHERE
Twitch
Youtube
Facebook

WHO
Chance Ivey - Partnership Manager, AR and VR - @iveytron](http://twitter.com/iveytron)
Nick Atamas - Sr. Engine Programmer - @robuts](http://twitter.com/robuts)
Amanda Bott - Community Manager - @amandambott](http://twitter.com/amandambott)

Pop any questions you have for the stream in the comments below!

ARCHIVE
https://youtube.com/watch?v=P3vrr2SZfSs

Two big questions I have, probably the first one is already covered.

  1. Device compatibility. Is this using ARCore and ARKit, and what devices does it run out of the box?
  2. Inside-out tracking, is it possible? Any examples or templates we can leverage?

Can’t wait for the stream. Thanks!

I can already answer those.

  1. ARcore and ARkit are both compatible. The unreal implementation just allows for a middlewear so that you can build for both platforms without doubling up, similar to creating for Oculus or Vive hardware. You should check out their own documentation for what devices they are compatible with since that’s not Unreal engine’s control.
  2. It handles location awareness/ positional tracking of itself. It can’t track other objects though.

Unreal doesn’t do anything on it’s own here, it’s just running on the ARcore and ARkit so the capabilities are reliant on what they provide

Thank you ZoltanJr.

  1. Still, it would be great to understand the official stand on this. I wasn’t able to run it on compatible devices which perform quite acceptable in Unity, so understanding what is supported at the moment and the roadmap would be great.
  2. Awesome, now a template or some tips on the livestream for 6dof Mapping will help greatly, or anything helping to go in that direction.

hi, gee this is great news! I tried to use it, but it mentions this: to use AR, enable blsArApp under projectsettings. But i have been searching and searching, but cannot find this under projectsettings!

Is it realy for today? In 1 hour there is another webinar !: VR for Product Design and Manufacturing in Unreal Engine

Sometimes its hard to reconcile the ambition of AR / VR with its reality and slow adoption

Especially when you see that even Tim Sweeney thinks mainstream AR/VR is years away.
For fellow hold-outs waiting on the sidelines: What tech should we look at in the meantime…
How should we start to think about 3D-games / 3D-worlds to adapt for these changes now.

As the theme is one of ‘getting started with’ could the panel spend a minute to offer a view?

Sometimes its hard to reconcile the ambition of AR / VR with the reality or slow adoption

Especially when you see that even Tim Sweeney thinks mainstream AR/VR is years away.
For fellow hold-outs waiting on the sidelines: What tech should we look at in the meantime…
How should we start to think about 3D-games / 3D-worlds to adapt for these changes now.

As the theme is one of ‘getting started with’ could the panel spend a minute to offer a view?

Same ! searching too !

Countdown Timer - Time since Feb 22, 2018 2:00 pm started in Asheboro

Hope this helps… :slight_smile:

Would you mind to share demo project from the livestream?

I tried to use it, but it mentions this: to use AR, enable blsArApp under projectsettings. But i have been searching and searching, but cannot find this under projectsettings!

I need to know complete work flow …Can any one please share some links regarding AR Handheld AR

In this stream one of the developers mentions that occlusion is not possible and that hardware depth sensors are needed. Although it is true that for accurate occlusion depth sensors are indeed needed, Unity has had some basic occlusion added since about the first release of their ARKit plugin: https://www.youtube.com/watch?v=R1dK0N3bHaYAlso contrary to what was said, light estimation has had clear use cases from the beginning. Being able to have characters move from light to dark rooms and be affected by the ambient light is fundamental for an immersive experience.

Sorry for the comparison again, but Unity constantly integrates new updates of both ARCore and ARKit almost right away. We are a company developing AR and been wanting to switch from Unity to Unreal for some time now but the sense of urgency about bringing plugin integration updates, as shown in this Livestream, seems to be very low. ARCore is out of beta and ARKit 1.5 has important updates that allow vertical plane detection but none of them are seemingly going to be part of 4.19 (we were hoping). The AR market is moving really fast and it would be very beneficial as developers to be able to use these new technologies faster so we hope Epic’s interest in developing the AR plugins increases. It would be great to finally be able to do the move to UE4 since we know it is the one to produces the best looking experiences and has the most sophisticated production tools.

Other than that, thank you for the template and SDK unification! It’s already helping us speed up prototyping and R&D.

So just to clarify, does this mean the AR template will only be compatible android devices listed on the ARCore list or will other devices like a Sony phone work as well?