I’m trying to use the built-in OpenCV plugin for Unreal Engine 5.0.3 or 5.1.0.
I added the plugin to the project level build file, like so:
PublicDependencyModuleNames.AddRange(new string[] {
“Core”,
“CoreUObject”,
“Engine”,
“InputCore”,
“RHI”,
“RenderCore”,
“Media”,
“MediaAssets”,
“OpenCV”,
“OpenCVHelper”
});
I am able to include the following import statements and compile: #include “opencv2/core.hpp” #include “opencv2/highgui.hpp”
However when I try to launch the editor, it loads up to 75% Initializing and then crashes with this error:
Hi. Im also currently doing something using OpenCV in Unreal.
I got my project to compile by also including the Modules as a private Dependency.
And then I found in a video that the includes for OpenCV should apperently look like this:
You do not need all of the includes, but I still but them in so that people are able to detect the scheme.
I did not find any documentation on using OpenCV with UE. So if you know some good links these would be apprecieated. Currently I am figuring everthing out myself. Wich is more time consuming than I anticipated.
I have the same issue using UE5.2 built-in OpenCV, and solved it by copy the opencv_world455.dll from UE_5.2\Engine\Plugins\Runtime\OpenCV\Binaries\ThirdParty\Win64 to my project’s Binaries\Win64 Folder.
TSM. This post is appreciated.
Why after so many years that CV has been going around there are no dedicated features/plugins to make this easier?
I’ll follow this thread as I am also looking to avoid UI controllers.
I have have a OpenCV Windows plugin to read QR code.
But you need to change these in order to work.
"Engine\Plugins\Runtime\OpenCV\Source\ThirdParty\OpenCV\include\opencv2\core\utility.hpp"
* 52 = #if defined(check)
* 53 = # warning Detected Apple 'check' macro definition, it can cause build conflicts. Please, include this header before any Apple headers.
* 54 = #endif
* 934 = bool check() const;
I am working on Android support as well but I can’t give any promise about it. Because there was another clash, too
Actual decoding is in callback because I developed an Intel RealSense plugin for UE5 and I can use this with it to decode QRs. I use callback one in realsense’s FRunnableThread and feed with uint8* buffer from sensor without copying data to TArray.