Unreal Engine 4.20 Ships With Native Mixed Reality Compositing for VR, New AR/VR SDKs

Unreal Engine 4.20 officially launched today with heaps of updates. In the VR realm, the new version brings native mixed reality video compositing for VR applications, and an update to a much newer Oculus SDK. On the AR front, UE 4.20 adds supports for Apple’s ARKit 2.0 and Google’s ARCore 1.2, along with Magic Leap support.

Mixed Reality Compositing

Mixed reality video compositing for VR allows applications to pull in video from the real world and mix it with the virtual world, which can lead to a really cool footage, like the work done for the Fantastic Contraption (2016) trailer; it’s also the preferred way for streamers to show themselves in VR.

Up to this point, mixed reality video compositing has generally required third-party programs and game implementations. Unreal Engine 4.20 brings this sort of functionality directly into the engine, simplifying the work required for developers to make their game support such features.

The feature supports video input, calibration, and in-game compositing (including occlusion), though it doesn’t directly handle capture, so a third party tool will still be needed for capture or streaming. The system also works with moving cameras, as long as they are tracked by a Vive Tracker or similar device. Documentation for the feature can be found here.

Updated Oculus SDK

For developers using Unreal Engine to build titles for the Rift, UE 4.20 moves to the newer Oculus Runtime 1.25, meaning that developers will be able to take advantage of capabilities and improvements that have come since the prior version (1.17 as of UE 4.19).

Updated AR SDKs & Magic Leap

As with the Oculus Runtime, Apple and Google have since updated their ARKit and ARCore SDK—the foundation for building AR applications on those platforms—and the newest versions are now available with UE 4.20:

ARKit 2.0

We’ve added support for Apple’s ARKit 2.0, which includes better tracking quality, support for vertical plane detection, face tracking, 2D image detection, 3D object detection, persistent AR experiences and shared AR experiences. Support for these new features enables you to place AR objects on more surfaces, track the position and orientation of a face, recognize and bring 2D images to life, detect 3D objects, and facilitate new types of collaborative AR experiences.

ARCore 1.2

We’ve added support for Google’s ARCore 1.2, which includes support for vertical plane detection, Augmented Images, and Cloud Anchors. Support for these new features enables you to place AR objects on more surfaces, recognize and bring images to life, and facilitate new types of collaborative AR experiences.

A special version of UE 4.19 with development support for Magic Leap was released earlier this year. Now UE 4.20 is the first “fully supported” release of the engine to support the Magic Leak SDK (Lumin 0.12.0), meaning developers can target the platform with a production-ready version of the engine.

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Unreal Engine 4.20 Released With Robust AR Support

After its usual process of releasing several previews, Epic Games has today launched the next version of its popular videogame engine, Unreal Engine 4.20, making it easier and more seamless for developers to build realistic characters and immersive environments across videogames, film and TV, virtual reality (VR), augmented reality (AR) and mixed reality (MR) and enterprise applications.

Magic Leap One Reveal

Unreal Engine 4.20 features hundreds of optimisations, especially for iOS and Android, as well as Magic Leap One. Having previously announced Early Access support for Magic Leap One: Creator Edition during the Game Developers Conference (GDC) 2018 as part of a larger partnership between the two companies, Unreal Engine 4.20 fully supports development for the AR headset.

Continuing with the AR support, Unreal Engine 4.20 has added support for Apple’s ARKit 2.0 and Google ARCore 1.2. For ARKit 2.0 this includes better tracking quality, support for vertical plane detection, face tracking, 2D image detection, 3D object detection, persistent AR experiences and shared AR experiences. While for ARCore 1.2 the engine includes support for vertical plane detection, Augmented Images, and Cloud Anchors.

Unreal Engine

In the release notes for Unreal Engine 4.20 VRFocus found a plenty of other VR and AR related items which you can read through below:

  • New: Added a label to the VR spectator screen render call so it is distinguishable in profiling tools, such as RenderDoc.
  • New: Added the ability for Motion Controller components to track/display HMD devices by using “HMD” as the source name.
  • New: Added experimental support for lens calibration on MR projects using OpenCV.
  • New: Updated SteamVR SDK to version 1.0.11, this includes improved Vulkan support.
  • New: Improved SteamVR compositor timing and overall engine performance through more accurate CPU utilization data.
  • New: Added Render Bridge base class, FXRRenderBridge, to reduce code duplication when creating an XR Plugin with a Custom Present implementation.
  • New: Added initial support for omni-directional stereo captures.
  • New: Made Oculus code-scheduling functions available for use by other XR Plugins through the “Head Mounted Display” module.
  • New: Added virtual curves for head rotation from FaceAR’s face tracking LiveLink streaming.
  • New: Added support for instanced stereo translucent rendering.
  • New: Added support for enabling the ARKit 1.5 auto-focus setting.
  • New: Added checks for ARKit 1.0 availability when creating the AR session, preventing calls to invalid selectors on older iOS devices.
  • New: Added functions for checking ARKit version availability at runtime.
  • New: Refactored how ARKit supports #define, simplifying wrapping individual features by ARKit version.
  • New: Added a console command to change where Face AR is publishing LiveLink curve data. “LiveLinkFaceAR SendTo=192.168.1.1”.
  • New: Wrapped vertical plane detection in an “if iOS 11.3” check, since ARKit 1.5 is only available in 11.3 and later.
  • New: Added orientation to the “AR Candidate Image” object for passing to the detection system.
  • New: Added support for handling “AR Image Anchor” notifications from ARKit.
  • New: Added a friendly name to UARCandidateImage objects.
  • New: Added base types for detecting images in an AR session.
  • New: Added the name from the candidate image when creating the Apple side representation.
  • New: Added support for configuring which images to detect during an AR session.
  • New: Improved debug layer rendering on Oculus, circumventing a superfluous blit by rendering directly to the layer.
  • New: Added models to the Oculus plugin for HMD and Sensors.
  • New: Added “Use Camera Rotation” feature to “Stereo Panorama” Plugin. Now this plugin can take the current camera’s rotation. To enable this feature, use the console command “SP.UseCameraRotation 7”.
  • New: Updated Camera Component can now tell the “Late Update Manager” to store that we don’t want to do a late update this frame. Default XR Camera checks this flag before applying the late update to the camera.
  • New: Refactored PSVR Minor reprojection for Frame Counter comparison.
  • New: Added a new PSVR API function for getting a transform between “floor” and “eye” tracking spaces.
  • New: Added a new PSVR delegate that can detect when an app changes between “floor” and “eye” tracking space.
  • Removed: Unused Stereo Rendering function “Get Custom Present” method has been removed.

VRFocus will continue its coverage of Epic Games and Unreal Engine, reporting back with the latest updates.

Test Out Now Capabilities of Unreal Engine 4.20 with Preview Build

Unreal Engine has become one of the most popular videogame engines, offering a wealth of tools for creators and developers to make and improve digital projects, including those meant for virtual reality (VR) and augmented reality (AR).

The latest preview build of Unreal Engine 4.20 is known simple as ‘Preview 5’ and includes a whole host of bug fixes, including several that are aimed solely at AR and VR development.

Unreal Engine RadialMenu_002

Epic Games has emphasised that the preview builds are for testing only, and should not be used for active development. Some of the bugs and glitches which have been addressed in the new build include UE-58081 ARKit face AR, where the native orientation in Unreal Engine 4 is Landscape, but a number of apps need a native portrait orientation, so this is has been remedies so it now correctly matches the app

Other VR and AR related issues are things such as UE-61204, where ARCandidateImage and ARCandidateObject are missing Blueprint accessible APIs, or UE-58385 FaceARSample – Looking for face to track prompt does not come up if tracking is lost while app is running.

One particular issues is related directly to the secretive AR headset, the Magic Leap One, which recently unveiled its Creator Portal to let developers get started with creating content for the device. This process might be easier since an issue involving Magic Leap, has now been resolved. Specifically: UE-60963 Failure to launch onto Magic Leap due to Shader Compiler issues.

Quite a few of the highlighted fixed bugs involve AR features in some way. This is somewhat to be expected due to the continued push from both Apple and Google with regards to their respective AR toolkits, ARKit and ARCore, as well as the introduction of Magic Leap support.

Unreal Engine 4 Editor 01

The full list of bugs can be found on the Unreal Engine forums. As usual, VRFocus will continue to keep you up to date on developments in the VR and AR industry.