Augmented Reality Quick Start

Getting up and running with the basics of Augmented Reality.

Windows
MacOS
Linux
Prerequisite Topics

This page assumes you have prior knowledge of the following topics. Please read them before proceeding.

AR_IntroShot.png

After working through this tutorial, you'll know the following:

  • How to create a basic augmented reality project in Unreal Engine 4 (UE4) using the Handheld AR Blueprint template.

  • How to deploy a basic augmented reality project to your handheld device from UE4.

  • How to run the augmented reality app.

1. Creating an AR Project

The first thing we need to do to start developing for augmented reality devices in Unreal Engine is to create a new project.  

  1. Open the Unreal Project Browser and create a new Blueprint project with the following options.

    • Select the Handheld AR template.

    • Set the Target Hardware to be Mobile / Tablet.

    • Set Graphics Level to Scalable 3D or 2D.

    • Select No Starter Content.

    AR_NewProjectScreen_HandheldARandProjectSettingsSelected.png

  2. Give the project a name, setting the project's Folder location. For this tutorial, we are naming the project ARProject.
    AR_NewProjectScreen_ARProject.png

  3. After you've set up your project's settings, click the Create Project button.
    AR_NewProjectScreen_CreateProject.png

  4. The result is a new UE4 project (ARProject), based on the Handheld AR blueprint template.
    AR_InitialEditorScreen_HandheldARBlankMap.png

2. Additional Project Configuration

iOS

The HandheldAR Blueprint template pre-configures many of the required project settings for using augmented reality with Unreal Engine. However, when creating a project for the iOS platform, you will need to manually configure some settings.  

Setting

Value

Description

Apple ARKit Plugin

Enabled

Configured by the HandheldAR template.

Support AR

Enabled

Configured by the HandheldAR template.

Minimum iOS Version

11

Not configured by the HandheldAR template.

Max. Metal Shader Standard to Target

1.2

Not configured by the HandheldAR template.

Additional Plist Data

<key>NSCameraUsageDescription</key><string>UE4 needs permission to use the camera in order to use ARKit.</string>

Not configured by the HandheldAR template.

Configured Settings in the Project Setup UI:
AR_ConfigureProject_MinimumiOSVersion_POST.png
AR_ConfigureProject_MaxMetalShader_POST.png
AR_ConfigureProject_ExtraPListData_POST.png

Android

The HandheldAR Blueprint template pre-configures most of the required project settings for using augmented reality with Unreal Engine. However, when creating a project for the Android platform, you will need to manually configure the project for the Android platform using the Configure Now button.

Setting

Value

Configure Project for Android

Manual configuration is required.

Configured Settings in the Project Setup UI (before/after):
AR_ConfigureProject_ForAndroid_PRE.png
AR_ConfigureProject_ForAndroid_POST.png

3. Deploying the Default Level

  1. To deploy the current Level to a device, you first need to make sure that you have have the Level that you want to test open. For this tutorial, we will use the Handheld AR Blank Map level that was created by the Handheld AR template. 
    AR_InitialEditorScreen_HandheldARBlankMap.png

  2. With the Handheld AR Blank Map open, go to the Main Toolbar and next to the Launch icon click on the small triangle that displays more options.
    AR_LaunchButton.png

  3. From the Launch menu under the Devices, select a device to target from the list by clicking on it.
    LaunchMenu_Pixel.png

  4. Once the deployment starts, status dialog boxes are displayed towards the bottom of the Unreal Editor screen showing progress. App deployment can take several minutes. 
    AR_DeviceInstallationMessages.png

4. Running the AR Application

  1. On the device, start the application by selecting the ARProject icon.

    Click for full image.

  2. Selecting the Start AR button initializes an AR Session which activates the platform features required for AR.

    Click for full image.

  3. The application opens up with the pass-through camera active and a Show Debug Menu button in the corner.

    Click for full image.

  4. Select the Show Debug Menu button to show additional details.

    Click for full image.

Menu Item

Description

Start/Stop AR Mode

Toggles the AR session on or off.

Show/Hide World Origin

Toggles the world origin transform widget.

Show/Hide Planes

Toggles debug drawing of planes detected by the hardware.

Show/Hide Pins

Toggles any client-defined pins.

Show/Hide Light Info

Toggles light estimation information, including light intensity (lm), temperature (K), and color (RGBA).

Last Hit Object

Shows the last valid 'touched' item by the user, whether in tracked or world space.

Frames Per Second

Shows the number of frames being processed per second.

Tracking Quality

Shows the quality of the tracking, including Orientation, or Orientation and Position.

Show/Hide Debug Menu

Toggles the Debug Menu.

5. On Your Own!

Now that you have an example augmented reality app up and running, it's time to explore the app, and in particular, the debug menu functions. Use the show planes function to see what the device is discovering as horizontal planes, and spawn some objects by tapping on tracked geometry. Try different angles, lighting, and|or spawning some more objects. Have fun!

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