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    #16
    Originally posted by WHHwxiaop View Post
    Hi,can provide the Example Project as soon as possible?
    Yes, in few days we'll release the sample project. I'll write here when available.

    Comment


      #17
      Originally posted by WHHwxiaop View Post
      Hi,can provide the Example Project as soon as possible?
      Hi! The demo is now available here: https://github.com/UNAmedia/ue4-ster...ic-player-demo .

      It showcases the use of both the Panoramic Director (implementing a virtual tour using panoramic images) and the Panoramic Sphere (playing back a panoramic video).

      Comment


        #18
        Originally posted by UNAmedia View Post

        Hi! The demo is now available here: https://github.com/UNAmedia/ue4-ster...ic-player-demo .

        It showcases the use of both the Panoramic Director (implementing a virtual tour using panoramic images) and the Panoramic Sphere (playing back a panoramic video).
        Hi, thanks,I got it.

        Comment


          #19
          Short update: on September 11th we sent to Epic the new files for UE4.23. I think in few days they should review them.

          Comment


            #20
            Version for UE4.23 has been approved by Epic few hours ago. It should be now available for download (if not, please wait few hours and then restart the Epic Launcher).

            Comment


              #21
              Pre-built binaries of the Example Project can now be downloaded directly from GitHub: https://github.com/UNAmedia/ue4-ster...-demo/releases

              Comment


                #22
                Hello, the app is working great, but I have one question. Is it possible to use an entirely see through panoramic texture in the image data? Or what would the best way be to use this tool in a fully 3d immersive scene, not just with the flat stero pano images?

                Comment


                  #23
                  Originally posted by Jonathan Arnold View Post
                  Hello, the app is working great, but I have one question. Is it possible to use an entirely see through panoramic texture in the image data? Or what would the best way be to use this tool in a fully 3d immersive scene, not just with the flat stero pano images?
                  Hi! This use-case is not handled out-of-the box by the plugin at the moment, because the common usage for it is to draw over the 3D environment around it - and the plugin take cares of making it correctly (e.g. avoiding rendering issues with translucent materials, etc.). If you need a panoramic in the background with 3D objects in front of it, maybe you could try using a custom sky sphere.

                  FYI, the plugin plays with the depth-buffer and other graphics settings to ensure a correct rendering of the panoramic assets. If you need to customize the plugin to show 3D objects in front of the panoramics, you can look at how we manage the UIWidgets when attached inside the APanoramicSphere class (look also to the custom materials).
                  Last edited by UNAmedia; 11-01-2019, 12:22 PM.

                  Comment


                    #24
                    Hello again, when when I use the panoramic director in the engine, everything runs smoothly. When I package the game, the panos wont load, please help? Thanks

                    Comment


                      #25
                      Originally posted by Jonathan Arnold View Post
                      Hello again, when when I use the panoramic director in the engine, everything runs smoothly. When I package the game, the panos wont load, please help? Thanks
                      Hi! I suspect it could be something related the the cooking process. The plugin manages panoramic images and videos as ordinary assets. Please look through all the cooking logs searching for Warnings, checking also that all your panoramic assets are actually packaged (e.g. videos must be saved in a specific directory). If everything seems ok, double check also all the requirements for the panoramic assets: https://www.unamedia.com/ue4-stereo-...ia_layout.html . Depending on the target platform, other constraints could apply.

                      Comment


                        #26
                        Hi everyone! The update for UE4.24 has been submitted to Epic for review. It should be available in few days.

                        Comment


                          #27
                          Hi, since I used the plugin in my project, it can works well in editor and preview in the viewport mode, but I can package to win64exe success. What shoud I do to resolve the problem?
                          There is the log:
                          UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
                          UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject=D:/Projects/HongShan_V/HongShan_V.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=D:/Projects/HongShan_V/HongShan_V.uproject -cook -stage -archive -archivedirectory=D:/Package/HongShan_V -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -c
                          lean -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
                          UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for D:\Projects\HongShan_V\HongShan_V.uproject
                          UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
                          UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\DotNET\UnrealBuildTool.exe HongShan_V Win64 Development -Project=D:\Projects\HongShan_V\HongShan_V.uproject -clean D:\Projects\HongShan_V\HongShan_V.uproject -NoUBTMakefiles -remoteini="D:\Projects\HongShan_V" -skipdeploy -nobuilduht -NoHotReload -log="C:\U
                          sers\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development.txt"
                          UATHelper: Packaging (Windows (64-bit)): Took 2.5168015s to run UnrealBuildTool.exe, ExitCode=0
                          UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\DotNET\UnrealBuildTool.exe HongShan_V Win64 Development -Project=D:\Projects\HongShan_V\HongShan_V.uproject D:\Projects\HongShan_V\HongShan_V.uproject -NoUBTMakefiles -remoteini="D:\Projects\HongShan_V" -skipdeploy -Manifest=D:\Projects\HongShan_V\Intermed
                          iate\Build\Manifest.xml -NoHotReload -ignorejunk -log="C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development_2.txt"
                          UATHelper: Packaging (Windows (64-bit)): Using Visual Studio 2015 14.0 toolchain (C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC) and Windows 8.1 SDK (C:\Program Files (x86)\Windows Kits\8.1).
                          UATHelper: Packaging (Windows (64-bit)): Parsing headers for HongShan_V
                          UATHelper: Packaging (Windows (64-bit)): Running UnrealHeaderTool "D:\Projects\HongShan_V\HongShan_V.uproject" "D:\Projects\HongShan_V\Intermediate\Build\Win64\HongShan_V\Development\HongShan_V.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
                          UATHelper: Packaging (Windows (64-bit)): Reflection code generated for HongShan_V in 11.1964224 seconds
                          UATHelper: Packaging (Windows (64-bit)): Writing manifest to D:\Projects\HongShan_V\Intermediate\Build\Manifest.xml
                          UATHelper: Packaging (Windows (64-bit)): Building 3 actions with 8 processes...
                          UATHelper: Packaging (Windows (64-bit)): [1/3] SharedPCH.Core.cpp
                          UATHelper: Packaging (Windows (64-bit)): [2/3] HongShan_V.cpp
                          UATHelper: Packaging (Windows (64-bit)): [3/3] HongShan_V.exe
                          UATHelper: Packaging (Windows (64-bit)): vpxmd.lib(vpx_src_vpx_codec.obj) : �ҵ� MSIL .netmodule ��ʹ�� /GL �����ģ�飻����ʹ�� /LTCG ����������ӣ��� /LTCG ��ӵ������������ԸĽ�����������
                          UATHelper: Packaging (Windows (64-bit)): ���ڴ����� D:\Projects\HongShan_V\Binaries\Win64\HongShan_V.lib �Ͷ��� D:\Projects\HongShan_V\Binaries\Win64\HongShan_V.exp
                          UATHelper: Packaging (Windows (64-bit)): Module.StereoPanoramicPlayer.cpp.obj : error LNK2001: �޷��������ⲿ���� __libm_sse2_sincos_
                          UATHelper: Packaging (Windows (64-bit)): D:\Projects\HongShan_V\Binaries\Win64\HongShan_V.exe : fatal error LNK1120: 1 ���޷��������ⲿ����
                          UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: D:\Projects\HongShan_V\Binaries\Win64\HongShan_V.exe
                          UATHelper: Packaging (Windows (64-bit)): (see C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development_2.txt for full exception trace)
                          PackagingResults: Error: UBT ERROR: Failed to produce item: D:\Projects\HongShan_V\Binaries\Win64\HongShan_V.exe
                          UATHelper: Packaging (Windows (64-bit)): Total build time: 41.51 seconds (Parallel executor: 0.00 seconds)
                          UATHelper: Packaging (Windows (64-bit)): Took 42.065024s to run UnrealBuildTool.exe, ExitCode=5
                          UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development_2.txt)
                          UATHelper: Packaging (Windows (64-bit)): (see C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace)
                          PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development_2.txt)
                          UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
                          UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
                          PackagingResults: Error: Unknown Error

                          Comment


                            #28
                            Originally posted by WaJie View Post
                            Hi, since I used the plugin in my project, it can works well in editor and preview in the viewport mode, but I can package to win64exe success. What shoud I do to resolve the problem?
                            There is the log:
                            UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
                            UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject=D:/Projects/HongShan_V/HongShan_V.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=D:/Projects/HongShan_V/HongShan_V.uproject -cook -stage -archive -archivedirectory=D:/Package/HongShan_V -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -c
                            lean -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
                            UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for D:\Projects\HongShan_V\HongShan_V.uproject
                            UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
                            UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\DotNET\UnrealBuildTool.exe HongShan_V Win64 Development -Project=D:\Projects\HongShan_V\HongShan_V.uproject -clean D:\Projects\HongShan_V\HongShan_V.uproject -NoUBTMakefiles -remoteini="D:\Projects\HongShan_V" -skipdeploy -nobuilduht -NoHotReload -log="C:\U
                            sers\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development.txt"
                            UATHelper: Packaging (Windows (64-bit)): Took 2.5168015s to run UnrealBuildTool.exe, ExitCode=0
                            UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\DotNET\UnrealBuildTool.exe HongShan_V Win64 Development -Project=D:\Projects\HongShan_V\HongShan_V.uproject D:\Projects\HongShan_V\HongShan_V.uproject -NoUBTMakefiles -remoteini="D:\Projects\HongShan_V" -skipdeploy -Manifest=D:\Projects\HongShan_V\Intermed
                            iate\Build\Manifest.xml -NoHotReload -ignorejunk -log="C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development_2.txt"
                            UATHelper: Packaging (Windows (64-bit)): Using Visual Studio 2015 14.0 toolchain (C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC) and Windows 8.1 SDK (C:\Program Files (x86)\Windows Kits\8.1).
                            UATHelper: Packaging (Windows (64-bit)): Parsing headers for HongShan_V
                            UATHelper: Packaging (Windows (64-bit)): Running UnrealHeaderTool "D:\Projects\HongShan_V\HongShan_V.uproject" "D:\Projects\HongShan_V\Intermediate\Build\Win64\HongShan_V\Development\HongShan_V.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
                            UATHelper: Packaging (Windows (64-bit)): Reflection code generated for HongShan_V in 11.1964224 seconds
                            UATHelper: Packaging (Windows (64-bit)): Writing manifest to D:\Projects\HongShan_V\Intermediate\Build\Manifest.xml
                            UATHelper: Packaging (Windows (64-bit)): Building 3 actions with 8 processes...
                            UATHelper: Packaging (Windows (64-bit)): [1/3] SharedPCH.Core.cpp
                            UATHelper: Packaging (Windows (64-bit)): [2/3] HongShan_V.cpp
                            UATHelper: Packaging (Windows (64-bit)): [3/3] HongShan_V.exe
                            UATHelper: Packaging (Windows (64-bit)): vpxmd.lib(vpx_src_vpx_codec.obj) : �ҵ� MSIL .netmodule ��ʹ�� /GL �����ģ�飻����ʹ�� /LTCG ����������ӣ��� /LTCG ��ӵ������������ԸĽ�����������
                            UATHelper: Packaging (Windows (64-bit)): ���ڴ����� D:\Projects\HongShan_V\Binaries\Win64\HongShan_V.lib �Ͷ��� D:\Projects\HongShan_V\Binaries\Win64\HongShan_V.exp
                            UATHelper: Packaging (Windows (64-bit)): Module.StereoPanoramicPlayer.cpp.obj : error LNK2001: �޷��������ⲿ���� __libm_sse2_sincos_
                            UATHelper: Packaging (Windows (64-bit)): D:\Projects\HongShan_V\Binaries\Win64\HongShan_V.exe : fatal error LNK1120: 1 ���޷��������ⲿ����
                            UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: D:\Projects\HongShan_V\Binaries\Win64\HongShan_V.exe
                            UATHelper: Packaging (Windows (64-bit)): (see C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development_2.txt for full exception trace)
                            PackagingResults: Error: UBT ERROR: Failed to produce item: D:\Projects\HongShan_V\Binaries\Win64\HongShan_V.exe
                            UATHelper: Packaging (Windows (64-bit)): Total build time: 41.51 seconds (Parallel executor: 0.00 seconds)
                            UATHelper: Packaging (Windows (64-bit)): Took 42.065024s to run UnrealBuildTool.exe, ExitCode=5
                            UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development_2.txt)
                            UATHelper: Packaging (Windows (64-bit)): (see C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace)
                            PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development_2.txt)
                            UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
                            UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
                            PackagingResults: Error: Unknown Error
                            Hi!

                            Plugins are all pre-compiled by Epic, it’s very strage there’s a link error. Have you changed some low-level project settings or are you building the Engine from sources?

                            Could you please provide the whole generated log files, including the ones referenced by the provided messages so that we can look at the issue? Looking at your provided log, the files should be:
                            • "C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development.txt"
                            • C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt
                            • "C:\Users\FunImpress\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-HongShan_V-Win64-Development_2.txt"
                            You can share them using a Private Message here in the forums or sending an email at support@unamedia.com (but it seems you didn't receive our reply to you email of yesterday, so maybe is better to use the PM option here). Please share files as attachments, to avoid loosing characters encoding. Thanks.

                            Comment


                              #29
                              Will you have support for Side by Side in the future?

                              Comment


                                #30
                                Originally posted by heavyD_21 View Post
                                Will you have support for Side by Side in the future?
                                Hi! Not in the short time, as it's not a good format for stereo assets (textures would not be POT and could not fit into GPU memory, and resulting video resolutions could not be supported by hardware decoders). But if we'll collect sufficient requests, we'll look at it.

                                Anyway, if you need to support Side-by-Side with the current plugin (and assuming you can't convert your assets before processing them at run-time), you could try using a Render-To-Texture technique to convert the Side-by-Side format to Over-Under (using as Render Target the texture passed as input to the plugin).

                                Comment

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