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]
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.
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
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.
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!
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’m having an issue where I want to use a passthrough material for objects that should be “invisible” or just show the video feed. Unfortunately the provided ARKit passthrough material when set to screen space doesn’t match the normal passthrough where there are no objects in the scene.
I’m wondering if the default “blank scene” passthrough is drawing to a different sized screen buffer than the material is. Here’s a screenshot of my material. I’ve also posted this question on AnswerHub here: https://answers.unrealengine.com/que…different.html
The image has a .8 mult in screenPosition, but that’s just me playing with scaling values. at 1 or no mult, it still doesn’t line up.
I am experiencing the same issue, and your post is the only documentation of this error. There is no setting for this under project settings. Plus it would be helpful if google updated their documentations for the AR Core to something that is current.
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?
I was (and still am) experiencing that same issue in the editor: blsArApp.
However I was finally able to launch this on my phone. For reference I’m running a Pixel 1 XL.
Two things I did were:
Install Android SDK all the way down to 14 in Android Studio
Under the Unreal Project settings make sure that the Install Location is set to “Auto”
After that, if you’ve got your phone connected click Launch, and Launch to your device. It takes a few minutes to deploy but after that the app opens up on my phone and I’m good to go!
I’m new to Unreal and am just configuring everything up myself so it works on my system. Hopefully works for you guys too.