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I have something weird error..

I want to use opencv and there is an error

I think that during template matching, occur error.

  • Blueprint Beginplay -> CVTest(this is custom function) -> print string

Press play button than the engine is stop and show crash Reporter.

---This is error message (crash Reporter)

 MachineId:7B238C0C4F6D04C0206170988C1665F2
 EpicAccountId:d09fd393511045b69e6e72a450867ec1
 
 Unknown exception - code c06d007e (first/second chance not available)
 
 KERNELBASE
 UE4Editor_openTest_2421!__delayLoadHelper2() [f:\dd\vctools\delayimp\delayhlp.cpp:323]
 UE4Editor_openTest_2421!_tailMerge_opencv_world300_dll()
 UE4Editor_openTest_2421!AMyActor::CVTest() [e:\_unrealworkspace\opentest\source\opentest\myactor.cpp:36]
 UE4Editor_openTest_2421!AMyActor::execCVTest() [e:\_unrealworkspace\opentest\source\opentest\myactor.h:12]
 UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4474]
 UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:700]
 UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2139]
 UE4Editor_CoreUObject!UObject::execLet() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1938]
 UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:925]
 UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:824]
 UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2245]
 UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:925]
 UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4474]
 UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1308]
 UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:649]
 UE4Editor_Engine!AActor::BeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:3048]
 UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:175]
 UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gamestatebase.cpp:177]
 UE4Editor_Engine!UWorld::BeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\world.cpp:3358]
 UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:282]
 UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3358]
 UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2462]
 UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1160]
 UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1320]
 UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
 UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2859]
 UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
 UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
 UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
 UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
 kernel32
 ntdll


--MyActor.h

 #pragma once
 
 #include "GameFramework/Actor.h"
 #include "MyActor.generated.h"
 
 
 UCLASS()
 class OPENTEST_API AMyActor : public AActor
 {
     GENERATED_BODY()
     
 public:    
     // Sets default values for this actor's properties
     AMyActor();
 
     // Called when the game starts or when spawned
     virtual void BeginPlay() override;
     
     // Called every frame
     virtual void Tick( float DeltaSeconds ) override;
 
     UFUNCTION(BlueprintCallable, Category = "Something")
         static float CVTest();
     
 };


--MyActor.cpp

 #include "openTest.h"
 #include "MyActor.h"
 #include "opencv2/imgcodecs.hpp"
 #include "opencv2/highgui/highgui.hpp"
 #include "opencv2/imgproc/imgproc.hpp"
 
 using namespace cv;
 
 Mat img, templ, mask, result;
 
 // Sets default values
 AMyActor::AMyActor()
 {
     // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = true;
 
 }
 
 // Called when the game starts or when spawned
 void AMyActor::BeginPlay()
 {
     Super::BeginPlay();
 
 }
 
 // Called every frame
 void AMyActor::Tick(float DeltaTime)
 {
     Super::Tick(DeltaTime);
 
 }
 
 float AMyActor::CVTest() {
     img = imread("E:\\CJH\\Desktop\\DetectingTectImg\\1.jpg", IMREAD_COLOR);
     templ = imread("E:\\CJH\\Desktop\\DetectingTectImg\\t1.jpg", IMREAD_COLOR);
 
     int result_cols = img.cols - templ.cols + 1;
     int result_rows = img.rows - templ.rows + 1;
 
     result.create(result_rows, result_cols, CV_32FC1);
 
     matchTemplate(img, templ, result, CV_TM_CCORR_NORMED);
 
     normalize(result, result, 0, 1, NORM_MINMAX, -1, Mat());
 
     double minVal, maxVal;
     Point minLoc, maxLoc, matchLoc;
 
     minMaxLoc(result, &minVal, &maxVal, &minLoc, &maxLoc, Mat());
 
     return maxVal;
 }



I wish to get a value of the template match was well done or not.

Please help me..

p.s. Sorry for my English skill...

Product Version: UE 4.14
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asked Apr 21 '17 at 01:48 AM in C++ Programming

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junani
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