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[ARkit] No more camera feedback on Metal Desktop Forward Renderer

Hi everyone!

I'm experimenting with ARKit on an iPad and everything works fine when I use the Metal Mobile Renderer. However, When i activate the Metal Desktop-Forward Renderer my camera feedback turns black. I can still spawn my assets and everything else works, but no more camera feedback.

I hope you guys know a way around this issue,


Product Version: UE 4.18
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asked Nov 08 '17 at 10:49 AM in Rendering

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Maxime DAE
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avatar image a_bolog Dec 01 '17 at 01:09 AM

I'd be interested as well.

I found this but.. https://navoshta.com/metal-camera-part-1-camera-session/

avatar image LeFxGuy Dec 14 '17 at 04:49 PM

Bump. Same here .4.18.2 binary release

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2 answers: sort voted first

The solution is to place a cube with an arkit camera material as a background, so that it feeds with the capture.

To make the material - search for and duplicate the included ARKitCameraMaterial and modify it as in the picture. Just break and add ScreenPosition.

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answered Dec 16 '17 at 11:47 PM

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avatar image LeFxGuy Dec 21 '17 at 12:15 PM

Did you place a standard unreal cube? I had to create one in a 3D DCC app and flip the normals, otherwise it was still black? Also, the material preview is green all the way in the editor for me, not pink like yours. What Engine Version are you using? Overall, it works with Desktop Forward Renderer enabled and 4.18.2. Thanks for the workaround!

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Sorry that you are experiencing difficulty with this. I want to confirm that the camera pass-through rendering is indeed having issues with Metal Desktop-Forward Renderer. We are working on a fix for 4.19.

However, the camera data itself is there and you should be able to utilize it inside of a material. Have you tried the work-around proposed by a_bolog? it seems like it would work.

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answered Dec 20 '17 at 08:23 PM

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Fiskislóð STAFF
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avatar image 3dlight Mar 16 '18 at 04:44 PM

It seems in 4.19 that using this material does not project the same scale/pos/resolution as a blank background. Meaning the passthrough material doesn't match the pure camera passthrough of a blank background. Therefore anything seen through the material isn't scaled correctly and doesn't match tracked objects.

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