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How to spawn a level with ARKit

I have looked into the HandHeldAR template but there is nothing about how to spawn an entire level.

What I would like to do is to spawn a level on the floor/table, at first showing just a portion of it according to the detected plane, and then unveiling it as soon as the plane recognized expands.

The spawned level must work like a normal level, meaning that my phone is just a camera in the world. If other players with their pawn join the map, they must be visible and replicated.

Basically a third person multiplayer level with an AR spectator camera. (I already figured out the asymmetric part)

I have looked into some posts but i couldn't find anything to achieve this. Is there any sample project or tutorial or guide? I'm on 4.19

Product Version: UE 4.19
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asked Jul 03 '18 at 01:36 PM in Using UE4

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avatar image LordNyte Oct 21 '18 at 06:31 AM

Were you able to figure this out?

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The solution I found is to use either "Load Stream Level" or "Load Level Instance", and input in the location pin the coordinates of the location at which the ARKIT hit test (which is done with a Line Trace Tracked Objects - plane extents and plane boundary polygon) was successful. Everything is automagically networked and the player is spawned with normal spawning rules from the gamemode, replications works fine . Did not really looked into how to materialize it with respect of the progressive growth of the tracked surface.

Hope this helps.

PS. For more info I suggest to look into ARSample for 4.16. It was my inspiration, and once updated a few old functions by trial and error, it ended up being a very clever way of managing tracking/running states.

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answered Oct 24 '18 at 02:29 PM

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avatar image graysonlangford Jun 02 '19 at 03:03 AM

This worked for me too. By default I guess the level doesn't get packaged so had to include in Settings -> Project Settings -> List of Maps

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