Still wondering if anyone has found a work-around for the ue4 arkit in this face AR sample losing tracking? I’ve never seen another true depth arkit face-tracking app on the iphone lose tracking like this does. It’s hard to believe i’m alone here.
What would the steps be to replace the character in the demo with our own?
Live Link Connect Failed When I Packaged FaceARSample?
Should remote build be working for this project when trying to launch to device from windows10 using as a remote a mac os mojave with xcode updated? I’m on 4.22.1 and getting BUILD ERROR (Missing receip, target not build, missing UE4 binary) I don’t know if I have screw up my setup while updating to mojave and also to 4.22 on both OS, or if this project needs to be launched to the device directly from a macos with xcode.
I’ve been using te FaceAR for quite a while now, and I’ve also been experimenting with optimization and easy use of this app in order to drive different characters.
You can see an example of a retargeted character here.
You can either retarget the KiteBoy AnimBP to your character, or you can get the values from each morph target curve ( as I did in the video above ) and cast those to your character.
In order to increase the quality I also added an option to switch between 30 and 60 fps, in order to improve the facial tracking quality, and it does look better and smoother, so is something that you might want to try.
Together with IKinema Orion and the Hi5 VR Gloves, I’m now able to get true Full Body Motion Capture setup, and it’s working nicely, I also did a live demo of the entire setup, and people were shocked when they found out about the overall cost of the entire setup, since it’s really something innovative and easy to use, and the pricing is far to be as expensive as professional solution like Cubic Motion/Vicon.
We have followed the instructions and have everything running.
However the Livelink does not seem to be activated: the Windows 10 app does not show any updates the iOS app should be sending out. iOS does detect the face and updates within the app.
-> Both machines are on the same network and should be able to see each other. (Check with a small setup using OSC communication)
-> Tried this in 4.20.3 and 4.22.1
Do we need to add any special rules to the (Windows default) firewall?
In the docs (Face AR Sample | Unreal Engine Documentation) it says:
"Launch your Project, and in Project Settings set Supports AR to On."
Searched back and forth but I cannot find this setting in the project settings, can this be the cause?
Thanks in advance for any tips which will push uis in the right direction towards a working setup.
Something weird is going on with the UE4 Face AR demo. I’ve been stressing over it. I can’t even get the app the run when i package with 4.23. I do have the app running with a 4.21 package but like you said, it’s not communicating with livelink on my PC.
Have you tried packaging with 4.23? Would LOVE to know if anyone can get that ios app to run
When I try to launch the FaceARSample to an iphone I get the following error:
LogPlayLevel: ********** STAGE COMMAND STARTED ********** LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt ‘/Users//Desktop/FaceARSample/Binaries/IOS/FaceARSample.target’. Check that this target has been built. LogPlayLevel: (see /Users//Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace) LogPlayLevel: Completed Launch On Stage: Build Task, Time: 10.910269 LogPlayLevel: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable) LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000312 LogPlayLevel: Error: RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults: Error: Launch failed! Missing UE4Game binary. You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
How to recreate:
- Download Unreal engine 40.20 - 4.23
- In launcher create Face AR Sample project
- Open Keychain Access, click Keychain Access > Certificate Assistance > Request Certificate from a certificate authority and complete process including downloading certificate
- Go to apple developer account, create necessary Certificate and Identifier and link iphone x device and download provision an certificate.
- Open project and go to Settings > Platforms > iOS and import the provision and certificate, select checkbox next to the right ones, Enter app name and bundle identifier , set minimum OS version to 11.
- Connect iphone x and press launch
I have tried the following:
- Deleting Binaries, Intermediate and Saved folders from the project folder
- Building first
- Packaging
- Instead of just pressing launch I opened project launcher and created a custom launch profile and enabled build on that custom profile and launched and got a whole new error(same error when I try to package):
UATHelper: Packaging (iOS): ********** BUILD COMMAND STARTED ********** UATHelper: Packaging (iOS): Running: mono “/Users/Shared/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe” FaceARSample IOS Development -Project=/Users//Desktop/FaceARSample/FaceARSample.uproject /Users//Desktop/FaceARSample/FaceARSample.uproject -NoUBTMakefiles -remoteini=“/Users//Desktop/FaceARSample” -skipdeploy -Manifest= /Users//Desktop/FaceARSample/Intermediate/Build/Manifest.xml -NoHotReload -log=“/Users//Library/Logs/Unreal Engine/LocalBuildLogs/UBT-FaceARSample-IOS-Development.txt” UATHelper: Packaging (iOS): Compiling against OS Version 11.0 [minimum allowed at runtime] UATHelper: Packaging (iOS): ERROR: Unhandled exception: System.FormatException: Input string was not in a correct format. UATHelper: Packaging (iOS): at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) [0x0001a] in :0 UATHelper: Packaging (iOS): at System.Number.ParseSingle (System.ReadOnlySpan1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) [0x00071] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0 UATHelper: Packaging (iOS): at System.Single.Parse (System.String s) [0x0001a] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0 UATHelper: Packaging (iOS): at UnrealBuildTool.ReadOnlyIOSTargetRules.get_RuntimeVersion () [0x00010] in <55005cea58344f71ab61265be43fc684>:0 UATHelper: Packaging (iOS): at UnrealBuildTool.IOSPlatform.SetUpEnvironment (UnrealBuildTool.ReadOnlyTargetRules Target, UnrealBuildTool.CppCompileEnvironment CompileEnvironment, UnrealBuildTool.LinkEnvironment LinkEnvironment) [0x00226] in <55005cea58344f71ab61265be43fc684>:0 UATHelper: Packaging (iOS): at UnrealBuildTool.UEBuildTarget.SetupGlobalEnvironment (UnrealBuildTool.UEToolChain ToolChain, UnrealBuildTool.CppCompileEnvironment GlobalCompileEnvironment, UnrealBuildTool.LinkEnvironment GlobalLinkEnvironment) [0x00bc8] in <55005cea58344f71ab61265be43fc684>:0 UATHelper: Packaging (iOS): at UnrealBuildTool.UEBuildTarget.Build (UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.ISourceFileWorkingSet WorkingSet, System.Boolean bIsAssemblingBuild, Tools.DotNETCommon.FileReference SingleFileToCompile) [0x00061] in <55005cea58344f71ab61265be43fc684>:0 UATHelper: Packaging (iOS): at UnrealBuildTool.BuildMode.CreateMakefile (UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.TargetDescriptor TargetDescriptor, UnrealBuildTool.ISourceFileWorkingSet WorkingSet) [0x00141] in <55005cea58344f71ab61265be43fc684>:0 UATHelper: Packaging (iOS): at UnrealBuildTool.BuildMode.Build (System.Collections.Generic.List1[T] TargetDescriptors, UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.ISourceFileWorkingSet WorkingSet, UnrealBuildTool.BuildOptions Options, Tools.DotNETCommon.FileReference WriteOutdatedActionsFile) [0x0001a] in <55005cea58344 f71ab61265be43fc684>:0 UATHelper: Packaging (iOS): at UnrealBuildTool.BuildMode.Execute (Tools.DotNETCommon.CommandLineArguments Arguments) [0x002cc] in <55005cea58344f71ab61265be43fc684>:0 UATHelper: Packaging (iOS): at UnrealBuildTool.UnrealBuildTool.Main (System.String] ArgumentsArray) [0x00291] in <55005cea58344f71ab61265be43fc684>:0 PackagingResults: Error: Unhandled exception: System.FormatException: Input string was not in a correct format. UATHelper: Packaging (iOS): Took 27,614562s to run mono, ExitCode=5 UATHelper: Packaging (iOS): UnrealBuildTool failed. See log for more details. (/Users//Library/Logs/Unreal Engine/LocalBuildLogs/UBT-FaceARSample-IOS-Development.txt) UATHelper: Packaging (iOS): AutomationTool exiting with ExitCode=5 (5) UATHelper: Packaging (iOS): RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults: Error: AutomationTool was unable to run successfully. PackagingResults: Error: Unknown Error
Not sure if you are experiencing the same crash on ios as I am. I’m simply packaging the project and putting it on my iphone. After launching, I get the splash screen and crash if I package with 4.22 or higher. With 4.21, it packages and launches just fine!
Mine isn’t even building to the device at all
Hello Zak,
Alex O said ARkit 3.0 Update is coming with 4.23.1 :ARkit 3.0 support, when is it coming? - XR Development - Epic Developer Community Forums
Is this working with the new iphone 11 as well?
Last but not least you guys plan an update of the ARkit sample project with iphone 11 support?
Many thanks
Cheers,
Thomas
Is it possible to use ARCore on Samsung S10 for facial capture? ArCore has augmented faces feature that does the same as arkit facial tracking.
How exactly were you able to change the quality of the track to 60fps? Was it something you did before compiling the iPhone app?
Just change the framerate within the project settings
Use UE4.23Pack it on IPhone Open the app, it’s always looking for my face “Searching for a face to track”,How do I fix it?
- Package successfully with 4.24, it’s not communicating with livelink on my PC,Why?
- Has anyone found a solution
Hello,Package successfully with 4.24, it’s not communicating with livelink on my PC,
- Have you found a solution yet?
Hey, it’s my first time using MAC and I can’t compile metal shaders. I’m only using Mac so I can try this out and see if I can create facial animations for my other project in this way. As I understand it Xcode is supposed to handle this. Am I missing any additional necessary software or is it just some settings that I have set up wrong?
“331 Shader compiler errors compiling global shaders for platform SF_Metal: Xcode’s metal shader compiler was not found…”
I would really appreciate some help.
I’m working on 4.21 of the engine and Xcode version 11.3.1
Hey guys,
does anyone know if it works with iphone11 as well?
In 4.23 I can get it on my phone but it never comes off the “searching for a face to track” popup. Anyone get it to work on 4.23?