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arcore-unreal-sdk's Issues

[S7 Edge SM-G935F] - Application manifest must contain meta-data com.google.ar.core.min_apk_version

Evening,
I'm having an issue running the UE4 Hello AR on my Samsung Galaxy S7 Edge SM-G935F.

This is the logcat output:
03-06 21:07:41.698 2903 2918 E ARCore-APK: Error while checking app details and ARCore status
03-06 21:07:41.698 2903 2918 E ARCore-APK: com.google.ar.core.exceptions.FatalException: Application manifest must contain meta-data com.google.ar.core.min_apk_version
03-06 21:07:41.698 2903 2918 E ARCore-APK: at com.google.ar.core.ArCoreApkImpl.initializeAppInfo(ArCoreApkImpl.java:241)
03-06 21:07:41.698 2903 2918 E ARCore-APK: at com.google.ar.core.ArCoreApkImpl.isInstalledAndCompatible(ArCoreApkImpl.java:189)
03-06 21:07:41.698 2903 2918 E ARCore-APK: at com.google.ar.core.ArCoreApkImpl.checkAvailability(ArCoreApkImpl.java:74)
03-06 21:07:41.698 2903 2918 E ARCore-APK: at com.google.ar.core.ArCoreApkJniAdapter.checkAvailability(ArCoreApkJniAdapter.java:17)

And the Android Manifest of the APK: https://pastebin.com/hCPQ4jKg

I'm using the SM-G935F variant of the S7 Edge, with AR Core installed (and even tested with an ARCore enabled app from the Play Store that seems to work perfectly fine).

Augmented image is really slow to detect.

Hi everyone,

My app is at its final stage before shipping. I still use Vuforia (and Unity) for Image tracking (and my app propose both with or without (you) image tracking) and I would like to know why is it so slow with ARCore. For the same image, Vuforia instantly detects the image where ARCore detects it in 5 or 6 seconds and I can't sell that. And I just wanted to know when ARCore will be production ready ? It's the only missing feature.

Best regards everyone.

x86 supported?

I was wondering whether it is already, or will be possible to build the HelloAR sample for x86 in the near future?

From what i have read, x86 is supported in the arcore-android-sdk since 1.0. Does this apply to the unreal-sdk also?

I might just be making mistakes in the build process. So far i've tried using both the 1R6 and 1R7 Codeworks for Android bundles as suggested by the unreal documentation, as well as manually getting the most recent SDK and NDK versions and targeting for numerous emulated devices and API levels. I did also build the Unreal Engine from the google-ar-unreal/UnrealEngine repository.

I currently run into "static_assert failed" errors, for instance:
LogPlayLevel: PLATFORM_ANDROID_NDK_VERSION = 150300
LogPlayLevel: NDK toolchain: r15c, NDK version: 26, GccVersion: 4.9, ClangVersion: 5.0.300080
[...]
LogPlayLevel: C:/Epic Games/UnrealEngine/Engine/Source/Runtime/Core/Public/HAL/Platform.h(798,2): error: static_assert failed "Pointer size is 32bit, but pointers are long." LogPlayLevel: static_assert(PLATFORM_64BITS || sizeof(void*) == 4, "Pointer size is 32bit, but pointers are long.");

Any help would be much appreciated.

Hosting Error:ErrorNotAuthorized

I have built the CloudARPin example to both android and iOS, but I am getting a Hosting Error:ErrorNotAuthorized on both devices when I try to host. This happens right after I place the pin. I added an API key to the android build, but not the ios build, should I add the same key to both, or remove the API key from android build? I'm not too new to AR dev, but I am kind of new to the cloud side of AR dev.

UnrealEngine-4.20-arcore
Samsung s9 version 8.0
iPhone 11 version 11.4

Ceiling Dectection in ARCore P2 & Unreal?

Hi,

I was wondering if ceiling detection should be possible in ARCore Preview 2 UE4 plugin?
When testing https://github.com/google-ar-unreal/UnrealEngine/ (currently using 4.18.3) and this HelloARSample ceilings do not get detected.

Is this because ceiling detection has not yet been implemented? If that is the case is there any roadmap for when it will be added? If it is currently supported could you give some pointers how to get it working?

Thanks in advance for the info!

AR Core - Augmented Images crashes on Samsung Galaxy S7 edge

Hi,

I downloaded the latest AR Core package (version 1.3), and build the Augmented Images application on my Samsung Galaxy S7 edge (SM-G935F). I did this all in Unreal Engine 4.20.

After the build, the application launched and asked me permission for camera use. After I accepted, the screen goes black and crashed. And this happend multiple times, even used previous versions of package / engine but it didn't work.

I have AR Core installed and even have installed some AR Core applications. I even did a successful build on the 'AR Handheld' template from Unreal. So it has to do something with the package because I also tried to launch the HelloAR package and didn't work either.

I made a logcat for you:

Log-augmentedimages.txt

Tnx in advance!

AugmantedImages "get estimate size" node missing source

Cloned this release of augmantedimages project and I noticed in Level Blueprint "Get Estimate Size" can't compile. If I'm right it measure the tracked image size and use it to correctly place the frame corners.
cattura
Any solution?

UGoogleARCoreFrameFunctionLibrary::GetCameraTexture() blank image

UnrealEngine 4.20.3 built from Google fork
ARCore 1.6
Google Pixel Android OS 9

I've tried using both using Blueprint and using C++ but the Texture returned by GetCameraTexture is always black (all the bytes are 0). The width and height and format are okay but all the bytes are zero.

UTexture *uText = UGoogleARCoreFrameFunctionLibrary::GetCameraTexture();
UTexture2D *Texture = static_cast<UTexture2D*>(uText);

TArray<uint8*> RawData;
RawData.AddZeroed(Texture->GetNumMips()); //1
Texture->GetMipData(0, (void**)RawData.GetData());
for (int i = 0; i<100; i++) {
      UE_LOG(LogTemp, Warning, TEXT("%d"), RawData[0][i]);
}

All the bytes are 0.

When I use blueprint to hook up a HUD Image to GetCameraTexture, it turns transparent immediately. There are no errors.

screen shot 2019-02-11 at 11 28 48 am

When image-tracking will be builtin in UE4?

Hello, I can't wait to be able to use ArCore with Image tracking option, I have heard about Vuforia for Unity, but never seen this for UE4, I wish new version of ArCore will support image-base tracking.
Thank you.

Video Material doesn't work, pure black (Solved)

Hello, I'm testing current build, I use simple cube with the animated material from the video file.
So I created:

  1. Video file 1024x1024px, x.264 from After Effects,
  2. Placed it to Movies folder, precache in unchecked,
  3. Created regular setup for loopable material: Media Player, Unlit material,
  4. Created a BP_Cube with Even Begin Play and MediaPlayer -> Open SOurce with the file material and it should be play as soon as I spawn the object, but it's just comes as a pure super black material.

How to make video materials work please?
UE 4.19.1 ArCore 1.2 release, Samsung S8, Andoid 8.

Arcore 1.2 1.4 1.6 with unreal 4.21 joystick problems

I have created 1st person example map. I have built it to andorid with joysticks on. Everything works fine...BUT...when I enable Google ARCore plugin joysticks prevent looking up and down?!?!? Everything else works like it should...what can i do? Are there any google developers reading these problems...? Can Someone help me...Thanks.

"Hello AR UE4" demo don´t start on my Samsung S7 Edge

Hi,
yesterday I compiled successfully the "Hello AR UE4" demo. But I get always an error when I try to start the program on my S7 Edge: "ARCore is not supported on this device due to unknown error"

The S7 is listed as a supported device in the documentation...

Andreas

Error in UE4.18.3

I've downloaded this project and open it in UE4.18.3 (the GitHub version). I got "Recompile project from source". And Compile error. I cannot open it.
Which Engine version does this project support????

qq 20180126122646

GLES 3.1 swapped colors on camera surface (Asus Zenfone AR)

Hello, i`m using ue 4.18 build from arcore repository and this project + NVPACK and built on OpenGL ES 3.1 for asus zenfone ar. But camera color is weird and hue is blue for some reason (tracking works perfectly btw).
And why Vulcan one is crashing?

arcore v1.1 in ue4.19 failed

I use arcore plugin in unreal engine 4. I used your quickstart guide for it. And when I was using arcore v1.0 in ue4.18, it was OK with everithing, but when I tried arcore v1.1 in ue4.19, it wasn't. So I don't know why arcore v1.1 in ue4.19 doesn't work on samsung s7e sm-g935fd
Log.txt

GoogleARCoreServices plugin could not be found

I am trying to open the CloudARPin project, but the GoogleARCoreServices plugin is missing. I have tried to follow the links to the repo, but find myself at a 404. Where might I find an available download?

arcore has stopped

I'm getting that message for the unreal demo, but the app still works if I touch around the error box. Here is the console log:
02-09 19:06:51.813: D/AndroidRuntime(23609): Shutting down VM
02-09 19:06:51.813: D/AndroidRuntime(23609): --------- beginning of crash
02-09 19:06:51.813: E/AndroidRuntime(23609): FATAL EXCEPTION: main
02-09 19:06:51.813: E/AndroidRuntime(23609): Process: com.google.ar.core, PID: 23609
02-09 19:06:51.813: E/AndroidRuntime(23609): java.lang.SecurityException: Signature check failed for com.google.ar.core
02-09 19:06:51.813: E/AndroidRuntime(23609): at android.os.Parcel.readException(Parcel.java:1693)
02-09 19:06:51.813: E/AndroidRuntime(23609): at android.os.Parcel.readException(Parcel.java:1646)
02-09 19:06:51.813: E/AndroidRuntime(23609): at vu.a(Unknown Source)
02-09 19:06:51.813: E/AndroidRuntime(23609): at uo.a(Unknown Source)
02-09 19:06:51.813: E/AndroidRuntime(23609): at abf.a(Unknown Source)
02-09 19:06:51.813: E/AndroidRuntime(23609): at abj.run(Unknown Source)
02-09 19:06:51.813: E/AndroidRuntime(23609): at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:428)
02-09 19:06:51.813: E/AndroidRuntime(23609): at java.util.concurrent.FutureTask.run(FutureTask.java:237)
02-09 19:06:51.813: E/AndroidRuntime(23609): at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1133)
02-09 19:06:51.813: E/AndroidRuntime(23609): at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:607)
02-09 19:06:51.813: E/AndroidRuntime(23609): at xn.run(Unknown Source)
02-09 19:06:51.813: E/AndroidRuntime(23609): at java.lang.Thread.run(Thread.java:762)

HelloAR stuck at 95% loading.

Hey, not sure what the deal is with the HelloAR demo but it won't load. It gets stuck at 95% and then eats up all the CPU resources. I'm on Windows 10 and am using the 1.3 fork. The other demos work just fine and built correctly on the S8 I'm using.

Is there any new template for 4.18?

Hello, I want to start developing production application with ARCore, I have tested the sample pack, but I want to know more, is there any other template that supports 4.18 and ready for production? Having the proper starter pack would help to lots of developers with their beginnings.

UE4 4.21.1 not work .

Hi,
i trying to use ARcore plugin 1.6 in UE4 4.21.1 engine,it show's error while i access Hello Ar example.
``
"The following modules are missing or built with a different engine version: HelloARUnreal
Would you like to rebuild now?"

Does ARcore 1.6 support Vulkan in UE4? Or when can I support Vulkan?

I am using ARcore 1.6 to use Vulkan rendering in UE4. When I release the app, it flashes back. This makes me confused. I want to know if AR core 1.6 supports Vulkan rendering in UE4, or when can it be supported? I really need this Vulkan rendering because it gives me a better rendering effect, I hope you can answer me, thank you!
1545359749 1

Check if arcore is supported.

When checking device, that does not support arcore it returns SupportedNotInstalled, instead of UnsupportedDeviceNotCapable.

Unable to get image marker orientation in Unreal with multiple markers

I am using ARCore's image recognition feature to scan multiple markers and spawn actors based on the marker scanned. It is mostly based on the AugmentedImages example project.

However, I found out that when I scan the 2nd marker and use the "Get Local to World Transform" from the Google ARCoreAugmentedImage object, it gives the transforms of the 1st marker every time. "Get Center" function too seems to return the transforms oriented in the direction of the 1st marker.

For example,
The markers are defined to be like in the image-1.
When scanning these markers I expect the objects spawned to face the direction of the marker, i.e., in -ve axis of x-axis (in red).

image-1

However, when I scan the 2nd marker from another position, I expect the character to still face the direction of the marker as shown in image-2 (Since the get transform function should return the transform of the marker scanned?). However, every marker after the 1st marker spawns the character with the orientation of the 1st marker only. "Get Center" and "Get Local to World transform" too returns only the 1st marker's transforms. However, I am able to get the correct index of the image using the "Get Image Index" function.

image-2

Missing Header File GoogleARCoreTypes.h

I keep getting this error when I try to open the project in Unreal Engine 4 (4.18.3 or 4.19 preview)
Cannot open include file: 'GoogleARCoreTypes.h': No such file or directory
image

HelloAR sample app won't work on One Plus 3T

I have gone through the steps on building Unreal with ARCore 1.2 from source. Unreal built fine and I loaded the sample HelloAR and it built successful but after pushing to my One plus 3T, the app still displays a message saying it does not support ARCore.

ARCore 1.2 is installed and marked as officially supported now by ARCore. If I'm missing something obvious I'd be happy to find out. Thanks.

ARCore not detected the target image

Hello,

I am totally new using AR core. I am now using AR core package 1.6 and UE 4.20.3.
I successfully build Augmented Images application on my mobile phone.
I used Augmented Image sample file.
I have a problem when I try to scan the target image, nothing got tracked and nothing showed
on my screen.

What I am doing wrong?
Any advise?
Thank you in advance

47579849_1931959573767734_2289144704647823360_n

Collision with tracked plane?

Hiya, been banging my head on the table for a few days trying to figure out how to get collision working on the tracked plane. Actors I spawn on the plane have collision but the plane itself does not. The line trace finds the plane just fine, and the procedural mesh says collision is enabled, but objects with physics enabled pass right through, like projectiles.

Make C++ project using ARCore 1.2.1

Hi everyone,

I want to make C++ project using ARCore and not using blueprints.

So I've started from a blank C++ project. Added the plugin and set all Android SDK fields correctly and I've added the module GoogleARCoreBase in the PublicDependencyModuleNames of MyProject.Build.cs but still I can't include GoogleARCoreFunctionLibrary.h to my project.

As anyone used C++ to make ARCore apps ?

Best regards,

Alexandre

Image Tracking based on device position

Hi everyone,

ARCore image tracking set the transform of the tracked geometry based on the device position and not based on the image itself. I'm sure i'm missing something to configure it well but it's really annoying. If anyone successfuly made it, it could be really helpfull.

Best regards,

Alexandre

Dynamic shadows

I am trying to implement a technique I have seen used in ARkit for UE4 in order to achieve dynamic shadows. With this technique you create an unlit material using the passthrough camera and you appy this material to a plane underneath your camera. Then you enable Cast Modulated Shadows on your scene's Directional Light.

My problem is that I haven't been able to setup this material in a way that works as it should.

Example 1 (attached). The passthrough material is not aligned and its scaled differently than blank the space, the real world
example1

Example 2 (attached). With this material setup the alignmed of the shadow plane and the real work is somewhat better, but the shadowing plane does not match in terms of brightness with the real world.
example2

Since shadows play a very important role in creating believable experiences, It would be great if you could share a working method to achieve good, dynamic shadows with AR Core.

My tests are taking place on a Xiaomi Pocophone F1

GoogleARCoreCameraInstrinsics.h is missing _API Macro

Hey, the ue4 arcore repo doesn't have an issue tracker so I'm posting this here.

I went to use UGoogleARCoreCameraIntrinsics in C++ today and noticed that I was getting linker errors for all of the functions I was calling in UGoogleARCoreCameraIntrinsics. It looks like this class is missing the API macro, it should be:
class GOOGLEARCOREBASE_API UGoogleARCoreCameraIntrinsics : public UObject
vs
class UGoogleARCoreCameraIntrinsics : public UObject

I fixed it up and things are working as expected. I took a look through the other public includes and this class seems to be the only one that snuck by without the macro. For the future, are you guys interested in taking PR's on your UE4 fork? This is a trivial change so I figured I'd just report it this time around.

Shadows are present only on specific angle of the device

Hi everyone,

I've finished my application but one problem subsists.

This is what I want :

arscreenshot_web

And if you move just the device a little :

arscreenshot_2_web

It's clearly a problem of angle because if I maintain this orientation and go far fo the model or close to, the shadows are here. It's really if I'm moving around, all the shadows disapear.

Anyone had this problem and knows how to avoid it ?

Alexandre

Poor camera quality when passing in C++

Hi everyone,

I've successfully made my ARTemplate project in C++ (woohoo...) But since the camera is blurred and it became much more difficult to track an image. The weird thing is I have a better quality if I use BP.

Does someone know where to or how to configure that ?

Best regards,

Alexandre

AcquireCameraImage is always 0 size

I'm testing on binary UE4 4.20.3 which is using ARCore plugin version 1.2.1.

I'm trying to use UGoogleARCoreFrameFunctionLibrary::AcquireCameraImage and noticed that although the call always returns EGoogleARCoreFunctionStatus::Success, the width, height and plane count is always 0.

The version of ARCore on the device I'm testing on is 1.5.180910096. My api versions when building are:
NDK: android-24
SDK: android-27

May i know how to update the plugin ARcore on UE4?

Sry i am a new-b at UE4 i very confuse how to update the plugin of ARcore on UE4. I have found source code but i dont know how to use the source code to update the version can you specially it ? Thank you

4.18 Asking to rebuild HelloARUnreal.dll

I've downloaded the project file and trying to open in 4.18.2 and it showing me a window with Missing HelloARUnreal Modules and asking Would you like to rebuild them now? And even when I say Yes it can't compile. How to fix it please?

ARcore 1.2 impossible to build augmented image database

Hi,

i did build from source using 4.19.1
i did try the sample augmented images project and also a blank one.
I receive error when building the app to android LogGoogleARCoreAPI: Error: Failed to build augmented image database.
resulting in a crash when starting ARsession

a session can be started if i remove the images assets from augmented images database

LogPlayLevel: 06-13 11:43:03.259 19136 19172 D UE4 : [2018.06.13-15.43.03:259][336]LogAndroidPermission: UAndroidPermissionFunctionLibrary::CheckPermission android.permission.CAMERA (Android) LogPlayLevel: 06-13 11:43:04.140 19136 19172 D UE4 : [2018.06.13-15.43.04:140][336]Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 610] LogPlayLevel: 06-13 11:43:04.140 19136 19172 D UE4 : Array index out of bounds: 0 from an array of size 0 LogPlayLevel: 06-13 11:43:04.140 19136 19172 D UE4 : LogAndroid: Error: === Critical error: === LogPlayLevel: 06-13 11:43:04.140 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : [2018.06.13-15.43.04:141][336]LogAndroid: Error: === Critical error: === LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogAndroid: Error: LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : [2018.06.13-15.43.04:141][336]LogAndroid: Error: LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogAndroid: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 610] LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : [2018.06.13-15.43.04:141][336]LogAndroid: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 610] LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogAndroid: Error: Array index out of bounds: 0 from an array of size 0 LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : [2018.06.13-15.43.04:141][336]LogAndroid: Error: Array index out of bounds: 0 from an array of size 0 LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!StaticFailDebug(wchar_t const*, char const*, int, wchar_t const*, bool) [] LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : [2018.06.13-15.43.04:141][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!StaticFailDebug(wchar_t const*, char const*, int, wchar_t const*, bool) [] LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FDebug::LogAssertFailedMessageImpl(char const*, char const*, int, wchar_t const*, ...) [] LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : [2018.06.13-15.43.04:141][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FDebug::LogAssertFailedMessageImpl(char const*, char const*, int, wchar_t const*, ...) [] LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FGoogleARCoreSession::ConfigSession(UARSessionConfig const&) [] LogPlayLevel: 06-13 11:43:04.141 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : [2018.06.13-15.43.04:141][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FGoogleARCoreSession::ConfigSession(UARSessionConfig const&) [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FGoogleARCoreDevice::StartSession() [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : [2018.06.13-15.43.04:142][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FGoogleARCoreDevice::StartSession() [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FGoogleARCoreDevice::StartSessionWithRequestedConfig() [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : [2018.06.13-15.43.04:142][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FGoogleARCoreDevice::StartSessionWithRequestedConfig() [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FGoogleARCoreDevice::OnWorldTickStart(ELevelTick, float) [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : [2018.06.13-15.43.04:142][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FGoogleARCoreDevice::OnWorldTickStart(ELevelTick, float) [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!TBaseRawMethodDelegateInstance<false, FGoogleARCoreDevice, void (ELevelTick, float)>::ExecuteIfSafe(ELevelTick, float) const [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : [2018.06.13-15.43.04:142][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!TBaseRawMethodDelegateInstance<false, FGoogleARCoreDevice, void (ELevelTick, float)>::ExecuteIfSafe(ELevelTick, float) const [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!TBaseMulticastDelegate<void, ELevelTick, float>::Broadcast(ELevelTick, float) const [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : [2018.06.13-15.43.04:142][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!TBaseMulticastDelegate<void, ELevelTick, float>::Broadcast(ELevelTick, float) const [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!UWorld::Tick(ELevelTick, float) [] LogPlayLevel: 06-13 11:43:04.142 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : [2018.06.13-15.43.04:142][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!UWorld::Tick(ELevelTick, float) [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!UGameEngine::Tick(float, bool) [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : [2018.06.13-15.43.04:143][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!UGameEngine::Tick(float, bool) [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FEngineLoop::Tick() [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : [2018.06.13-15.43.04:143][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!FEngineLoop::Tick() [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!AndroidMain(android_app*) [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : [2018.06.13-15.43.04:143][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!AndroidMain(android_app*) [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!android_main() [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : [2018.06.13-15.43.04:143][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so!android_main() [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so![Unknown]() [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : [2018.06.13-15.43.04:143][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libUE4.so![Unknown]() [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libc.so![Unknown]() [] LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.143 19136 19172 D UE4 : [2018.06.13-15.43.04:143][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libc.so![Unknown]() [] LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libc.so![Unknown]() [] LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : [2018.06.13-15.43.04:144][336]LogAndroid: Error: [Callstack] 0x00000000CFC8B978 libc.so![Unknown]() [] LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : LogAndroid: Error: LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : [2018.06.13-15.43.04:144][336]LogAndroid: Error: LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : LogAndroid: Error: LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : [2018.06.13-15.43.04:144][336]LogAndroid: Error: LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : LogAndroid: Error: LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : [2018.06.13-15.43.04:144][336]LogAndroid: Error: LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : LogAndroid: Error: LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : LogPlayLevel: 06-13 11:43:04.144 19136 19172 D UE4 : [2018.06.13-15.43.04:144][336]LogAndroid: Error:

Packaged app not working on Moto G5S Plus

I have packaged app in unreal engine.but it is not working on my Moto G5S Plus.

Recently it is included in supported devices recently.

My app is working perfectly in Pixel.

Is there any solution for it?

Handheld AR 4.19 template crashes on S8 with ARCore 1.0

Hi,
After the full release of 4.19 I tried to :
1- Created a "Handheld AR" Template
2- Configured Android SDK in project settings (Accepted SDK, Min/Target SDK is 19)
2- Built it for Android ASTC
3- Got crash on start with my S8 (ARCore 1.0)

ARCore 1.2 question about augmented images and quality

Hello, I have placed 2 images on both side of the big cube (1x1m) when I track image on one side, it looks okay, then I track another image on the other side, it looks okay, but eventually after 30 seconds of walking around and observing the environment one image get offset in space and another image also has a shift from the image. Then I coming back to the cube and tracking one image again to get it back to normal, then it gets tracking well again, but the other image on the other side of the cube still have a huge offset from its augmented-image tracker.
Question: Why augmented-images don't help each other to recognize them in space.
Expected behaviour: Once I track image, the other tracked image should be placed on a relative corrected space again, but it is not doing it, it lives by it's own somewhere in the space.

Another question: Is it possible to force ARCore 1.2 to track on higher quality? To produce more features and get better quality?

I use UE 4.19.1 ARCore 1.2 branch on Samsung S8 Andoird 8.

Thank you.

OnArTrackingStateChanged only returns "tracking" and has weird behaviors

I am using the source code from google with latest version of ArCore 1.6 and working on a blueprints project.
Issue: Image gets detected by the camera but it's tracking state return always "tracking" and i expected a behavior such as if it's no longer visible/in camera view it would return "not tracking" or "stop tracking".
My workaround was to spawn an actor at a tracked image location, used the Pin Component and bind the event "OnArTrackingStateChanged". I then proceeded to print the "EARTrackingState" from the "OnArTrackingStateChanged" event and only returns "tracking" and fires multiple times like it was running off of event tick (when looking at the imaged pinned) , when i move the camera away from the image the event is never fired (expected a "stop tracking" atleast)
Knowing that the event only fires when I'm looking at the image i tried another workaround where i added a timer by event that fires 1 second after the event "OnArTrackingStateChanged" is fired and if "OnArTrackingStateChanged" is not fired again within that 1 second i set tracking to false because from debugging this event only gets called when looking at it, expected this to work but by adding the blueprint "set timer by event" run on "OnArTrackingStateChanged", the event is never called, not even when I'm looking at it.

PS: Everything is running off of tick event although I'm careful to not bind the event nor spawn actor and pin the tracked image to it more then once. I am gonna try running this functionality in a timer

Edit 1. - Forgot to mention that, if I put my hand in front of the phone's camera or rest the phone with the camera facing a solid object where the camera is fully black, the event "OnArTrackingStateChanged" returns "Not Tracking" only in the example on the first image, if I include the workaround of the second one the event never fires as well.

Images to better explain the issue:

  1. This will return "tracking" non stop while I'm looking at the image and when I move away from the image stops firing having the last return be "tracking".
    ue4tracking00

  2. Once i had this functionality the event never fires, not 1 single time.
    ue4tracking01

  3. How i pin the image tracked to a spawned actor's scene component
    ue4tracking02

ARCore so slow

Hello and first of all, thanks!
I'm creating a game with ARCore with UE4. You must throw balls to a paper bin. After seconds, the game is so slow. I'm using physics to throw balls and simple colliders for the paper bin, balls and ground. Any suggest?

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