You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
After license changing of Unreal Engine for non-game projects, we decided to add other engines to our stack to secure ourselves.
For this reason, there is no need to hide this plugin. We just want to solve our problems and use that know-how on Open3DEngine as soon as possible.
We are not realated with Intel or RealSense product family.
We just created a plugin to get RGB, Depth, Infrared Streams and Distance with D435i and D455. We don't have other cameras and we don't have a plan about buying them.
We used C library because when we use C++ library in header, we get errors from Visual Studio.
We refactored it with FRunnableThread. We haven't tried its Android compability, yet but our main goal is supporting Android devices because Meta/Oculus Quest support. Before we refactor it, it worked with Android.
We support only current engine version. We update its engine compability after one month of new Epic Launcher Release.
(So, currently it supports only 5.3.X and newers. After one month of 5.4 release, it will only support 5.4)
We are not responsible with librealsense related problems. We just expose "C" library to blueprints.
Our development platform is Windows. We don't and won't use Linux or Mac.
This is not a actor-drag-drop plugin which you can use it easily. If you are not proficient with blueprints, you can have hard time to use it.
WE WILL BE HAPPY IF YOU CAN HELP US ABOUT ISSUES
We integrated ZXing based QR decoder. But in order to use, you have two options
You have to buy a specific plugin for that. we shared its link in our repo. We are not related with ZXing plugin's developer but we use it as standalone plugin for our other projects. So, we don't want library clashes and we just include it as module to our plugin.
If you don't want to buy it, you can build ZXing for yourself and change .build.cs and .uplugin to integrate it.
Decode functions and C++ includes are not related with plugin. So, you don't have to change codes. (It is in Rs_Thread.cpp)
The text was updated successfully, but these errors were encountered:
Thanks so much @ffreality for sharing your Unreal Engine 5 plugin and the link to its GitHub repository!
I would certainly encourage Windows users of your wrapper with a compatible RealSense camera to assist your project with ZXing issues if they are willing and able to do so.
As we know realsense D series don't have auto focus and some developers (I think you) suggested increasing "Gain". If we have a sample about it with C API, we can implement it.
We also tried to use OpenCV but UE doesn't package for Android when we use it. Because it causes a typedef clash with AndroidPlatform.h
Other than that it will be very nice to have if we can solve point cloud.
There are some runtime importers for UE, too. This can opens us some realworld scene inspection feature.
After learning Open3DEngine, we will develop one plugin for it, too.
Issue Description
After license changing of Unreal Engine for non-game projects, we decided to add other engines to our stack to secure ourselves.
For this reason, there is no need to hide this plugin. We just want to solve our problems and use that know-how on Open3DEngine as soon as possible.
https://github.com/FF-Plugins-Active/FF_RealSense/
You can access it from this link.
Details about it.
We are not realated with Intel or RealSense product family.
We just created a plugin to get RGB, Depth, Infrared Streams and Distance with D435i and D455. We don't have other cameras and we don't have a plan about buying them.
We used C library because when we use C++ library in header, we get errors from Visual Studio.
We refactored it with FRunnableThread. We haven't tried its Android compability, yet but our main goal is supporting Android devices because Meta/Oculus Quest support. Before we refactor it, it worked with Android.
We support only current engine version. We update its engine compability after one month of new Epic Launcher Release.
(So, currently it supports only 5.3.X and newers. After one month of 5.4 release, it will only support 5.4)
We are not responsible with librealsense related problems. We just expose "C" library to blueprints.
Our development platform is Windows. We don't and won't use Linux or Mac.
This is not a actor-drag-drop plugin which you can use it easily. If you are not proficient with blueprints, you can have hard time to use it.
WE WILL BE HAPPY IF YOU CAN HELP US ABOUT ISSUES
We integrated ZXing based QR decoder. But in order to use, you have two options
Decode functions and C++ includes are not related with plugin. So, you don't have to change codes. (It is in Rs_Thread.cpp)
The text was updated successfully, but these errors were encountered: