Advanced Augmented Reality Game Unreal Engine, C++
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```cpp
// AugmentedRealityGame.h - Header file for the AR Game Module
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ARBlueprintLibrary.h" // Needed for AR functionality
#include "UObject/ObjectMacros.h"
#include "Components/StaticMeshComponent.h"
#include "Components/ArrowComponent.h"
#include "AugmentedRealityGame.generated.h"
UCLASS()
class AUGMENTEDREALITYGAME_API AAugmentedRealityGame : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AAugmentedRealityGame();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick(float DeltaTime) override;
private:
// Static Mesh to be placed in AR space (e.g., a cube or a model)
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AR", meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* ARMesh;
// Arrow Component to indicate the default AR spawn point and direction (optional)
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AR", meta = (AllowPrivateAccess = "true"))
UArrowComponent* ARSpawnPoint;
// The AR plane to attach the mesh to. Will be populated during AR plane detection.
UARPlaneGeometry* CurrentARPlane;
// Material to use when a plane is found to visualize it.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AR", meta = (AllowPrivateAccess = "true"))
UMaterialInterface* PlaneVisualizationMaterial;
// Material instance dynamic for the plane visualization
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "AR", meta = (AllowPrivateAccess = "true"))
UMaterialInstanceDynamic* PlaneVisualizationMaterialInstance;
// Function to handle AR Plane added events
UFUNCTION()
void OnARPlaneAdded(const TArray<UARPlaneGeometry*>& AddedPlanes);
// Function to handle AR Plane updated events
UFUNCTION()
void OnARPlaneUpdated(const TArray<UARPlaneGeometry*>& UpdatedPlanes);
// Function to handle AR Plane removed events
UFUNCTION()
void OnARPlaneRemoved(const TArray<UARPlaneGeometry*>& RemovedPlanes);
// A very basic "game" mechanic: Tapping the screen places/removes the AR Mesh.
UFUNCTION()
void OnScreenTapped(const FVector2D& ScreenPosition);
// Function to actually spawn and attach the AR Mesh to the plane.
void AttachMeshToARPlane();
// Function to update the AR plane visualiztion material with a new texture
void UpdatePlaneMaterialTexture(UARPlaneGeometry* Plane);
// Boolean flag if the AR Mesh is currently active.
bool bIsARMeshActive;
};
```
```cpp
// AugmentedRealityGame.cpp - Implementation file for the AR Game Module
#include "AugmentedRealityGame.h"
#include "Kismet/GameplayStatics.h" // Used for getting player controller
#include "Materials/MaterialInstanceDynamic.h"
// Sets default values
AAugmentedRealityGame::AAugmentedRealityGame()
{
// 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;
// Create a Static Mesh Component
ARMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ARMesh"));
RootComponent = ARMesh;
ARMesh->SetMobility(EComponentMobility::Movable); // Important for moving in AR
ARMesh->SetVisibility(false); // Initially hide the mesh
// Create an Arrow Component for the spawn point (optional)
ARSpawnPoint = CreateDefaultSubobject<UArrowComponent>(TEXT("ARSpawnPoint"));
ARSpawnPoint->SetupAttachment(RootComponent);
bIsARMeshActive = false;
}
// Called when the game starts or when spawned
void AAugmentedRealityGame::BeginPlay()
{
Super::BeginPlay();
// Check if AR is supported
if (UARBlueprintLibrary::IsARSupported())
{
UE_LOG(LogTemp, Warning, TEXT("AR is Supported!"));
//Start the AR Session
UARSessionConfig* ARSessionConfig = NewObject<UARSessionConfig>();
//Plane Detection is important for our usage
ARSessionConfig->PlaneDetectionMode = EARPlaneDetectionMode::HorizontalAndVertical;
ARSessionConfig->bGenerateMeshDataFromTrackedGeometry = true;
ARSessionConfig->bTrackSceneUnderstanding = true;
UARBlueprintLibrary::StartARSession(ARSessionConfig);
// Bind to AR events - important for reacting to changes in the AR environment
UARBlueprintLibrary::AddARPlaneAddedDelegate.AddUObject(this, &AAugmentedRealityGame::OnARPlaneAdded);
UARBlueprintLibrary::AddARPlaneUpdatedDelegate.AddUObject(this, &AAugmentedRealityGame::OnARPlaneUpdated);
UARBlueprintLibrary::AddARPlaneRemovedDelegate.AddUObject(this, &AAugmentedRealityGame::OnARPlaneRemoved);
// Bind to Input Touch Event
UGameplayStatics::GetPlayerController(this, 0)->InputTouchDelegate.AddUObject(this, &AAugmentedRealityGame::OnScreenTapped);
// Create dynamic material instance for visualizing planes
if (PlaneVisualizationMaterial)
{
PlaneVisualizationMaterialInstance = UMaterialInstanceDynamic::Create(PlaneVisualizationMaterial, this);
}
else {
UE_LOG(LogTemp, Error, TEXT("PlaneVisualizationMaterial is not set!"));
}
}
else
{
UE_LOG(LogTemp, Error, TEXT("AR is NOT Supported!"));
}
}
// Called every frame
void AAugmentedRealityGame::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Optional: You can add code here to update the AR Mesh position or other properties based on AR tracking data.
// For example, you might want to smoothly interpolate the AR Mesh position to the detected plane.
}
// Function to handle AR Plane added events
void AAugmentedRealityGame::OnARPlaneAdded(const TArray<UARPlaneGeometry*>& AddedPlanes)
{
UE_LOG(LogTemp, Warning, TEXT("Plane Added!"));
// Iterate through all of the added planes
for (UARPlaneGeometry* Plane : AddedPlanes)
{
if (Plane)
{
// Store the current plane, if there isn't one already. It will be used when the screen is tapped.
if (!CurrentARPlane)
{
CurrentARPlane = Plane;
UpdatePlaneMaterialTexture(Plane);
}
UE_LOG(LogTemp, Warning, TEXT("New Plane Added at: %s"), *Plane->GetLocalToWorldTransform().GetLocation().ToString());
}
else
{
UE_LOG(LogTemp, Error, TEXT("Invalid AR Plane Geometry!"));
}
}
}
// Function to handle AR Plane updated events
void AAugmentedRealityGame::OnARPlaneUpdated(const TArray<UARPlaneGeometry*>& UpdatedPlanes)
{
// Iterate through all of the added planes
for (UARPlaneGeometry* Plane : UpdatedPlanes)
{
//For this simple example we will just update the current plane in case the one that is already tracked has been updated.
if (Plane && CurrentARPlane && Plane->GetUniqueId() == CurrentARPlane->GetUniqueId())
{
UpdatePlaneMaterialTexture(Plane);
}
}
}
// Function to handle AR Plane removed events
void AAugmentedRealityGame::OnARPlaneRemoved(const TArray<UARPlaneGeometry*>& RemovedPlanes)
{
UE_LOG(LogTemp, Warning, TEXT("Plane Removed!"));
// Iterate through all of the removed planes
for (UARPlaneGeometry* Plane : RemovedPlanes)
{
if (Plane && CurrentARPlane && Plane->GetUniqueId() == CurrentARPlane->GetUniqueId())
{
CurrentARPlane = nullptr;
}
}
// If the plane our object was attached to has been removed, hide the AR mesh.
if(!CurrentARPlane && bIsARMeshActive)
{
ARMesh->SetVisibility(false);
bIsARMeshActive = false;
}
}
// A very basic "game" mechanic: Tapping the screen places/removes the AR Mesh.
void AAugmentedRealityGame::OnScreenTapped(const FVector2D& ScreenPosition)
{
UE_LOG(LogTemp, Warning, TEXT("Screen Tapped!"));
if(CurrentARPlane)
{
AttachMeshToARPlane();
}
else
{
UE_LOG(LogTemp, Warning, TEXT("No plane available to attach to."));
}
}
// Function to actually spawn and attach the AR Mesh to the plane.
void AAugmentedRealityGame::AttachMeshToARPlane()
{
if (CurrentARPlane)
{
// Get the transform of the detected plane
FTransform PlaneTransform = CurrentARPlane->GetLocalToWorldTransform();
// Calculate the mesh position based on the plane's transform and any offset from the arrow component
FVector MeshLocation = PlaneTransform.GetLocation() + ARSpawnPoint->GetRelativeLocation();
FQuat MeshRotation = PlaneTransform.GetRotation() * ARSpawnPoint->GetRelativeRotation().Quaternion(); // Combine rotations
// Set the mesh's world location and rotation
ARMesh->SetWorldLocationAndRotation(MeshLocation, MeshRotation);
//Set Visibility
ARMesh->SetVisibility(true);
bIsARMeshActive = true;
UE_LOG(LogTemp, Warning, TEXT("Object placed on AR plane!"));
}
else
{
UE_LOG(LogTemp, Warning, TEXT("No AR plane to attach to!"));
}
}
void AAugmentedRealityGame::UpdatePlaneMaterialTexture(UARPlaneGeometry* Plane)
{
if(PlaneVisualizationMaterialInstance)
{
UARTexture* Texture = Plane->GetTexture();
if(Texture)
{
PlaneVisualizationMaterialInstance->SetTextureParameterValue("PlaneTexture", Texture->GetTexture());
for (auto& Mesh : Plane->GetMeshComponents())
{
Mesh->SetMaterial(0, PlaneVisualizationMaterialInstance);
}
}
else
{
UE_LOG(LogTemp, Error, TEXT("Could not get AR Texture"));
}
}
else
{
UE_LOG(LogTemp, Error, TEXT("Could not get PlaneVisualizationMaterialInstance"));
}
}
```
**Explanation and Key Concepts:**
1. **Project Setup (In Unreal Engine):**
* **Enable the Augmented Reality Plugin:** Go to *Edit -> Plugins* and enable the "Augmented Reality" plugin. Restart the editor if prompted.
* **Create a New C++ Class:** Create a new C++ class derived from `Actor`. This class (`AAugmentedRealityGame` in this example) will handle the AR logic.
* **Add an Actor to the Level:** Drag an instance of your newly created C++ class from the Content Browser into your level. This will be the "AR controller" in the scene.
2. **Header File (`AugmentedRealityGame.h`):**
* **Includes:** Include necessary headers:
* `CoreMinimal.h`: Essential for Unreal Engine development.
* `GameFramework/Actor.h`: Base class for actors.
* `ARBlueprintLibrary.h`: Provides static functions for AR session management, plane detection, etc. *Crucial for AR functionality.*
* `UObject/ObjectMacros.h` : Required for `GENERATED_BODY()` macro.
* `Components/StaticMeshComponent.h`: For the `ARMesh` that will be placed in the AR world.
* `Components/ArrowComponent.h`: For visualizing and positioning the AR object (optional but helpful).
* **`UCLASS()` Macro:** Declares this class as a UObject, making it accessible to the Unreal Engine reflection system (Blueprint, etc.).
* **`AAugmentedRealityGame` Class:**
* `GENERATED_BODY()`: Macro that generates necessary code for UObject functionality.
* **`ARMesh` (UStaticMeshComponent*):** A `UStaticMeshComponent` to represent the 3D object you want to place in the AR world. This should be a `UPROPERTY` with `VisibleAnywhere` or `EditAnywhere` so you can set it in the Unreal Editor by assigning a static mesh asset.
* **`ARSpawnPoint` (UArrowComponent*):** An arrow component that helps define the initial position and orientation offset of the `ARMesh` relative to the detected plane. It makes it easier to adjust the placement without directly manipulating the mesh's world transform in code.
* **`CurrentARPlane` (UARPlaneGeometry*):** A pointer to the currently tracked AR plane. This will be populated by the AR event handlers. `UARPlaneGeometry` holds information about the detected plane (transform, size, etc.).
* **`PlaneVisualizationMaterial` (UMaterialInterface*):** Material to apply to the planes which the AR engine detects.
* **`PlaneVisualizationMaterialInstance` (UMaterialInstanceDynamic*):** A dynamic material instance used to visualize the plane with a texture. This allows you to update the texture used to visualize the plane in real time.
* **Event Handlers:**
* `OnARPlaneAdded(const TArray<UARPlaneGeometry*>& AddedPlanes)`: Called when new AR planes are detected.
* `OnARPlaneUpdated(const TArray<UARPlaneGeometry*>& UpdatedPlanes)`: Called when existing AR planes are updated (e.g., their boundaries change).
* `OnARPlaneRemoved(const TArray<UARPlaneGeometry*>& RemovedPlanes)`: Called when existing AR planes are removed (e.g., because they are no longer visible).
* `OnScreenTapped(const FVector2D& ScreenPosition)`: Called when the user taps the screen. This is how we trigger placement (or removal) of the AR object.
* **`AttachMeshToARPlane()`:** A function to actually place/attach the `ARMesh` to the detected plane.
* **`UpdatePlaneMaterialTexture()`:** A function to update the material used to visualize planes with a texture from the plane itself.
* **`bIsARMeshActive` (bool):** A boolean to keep track of whether the AR mesh is currently placed in the scene.
3. **Implementation File (`AugmentedRealityGame.cpp`):**
* **Includes:** Include necessary headers, including `Kismet/GameplayStatics.h` for input handling. Also includes `Materials/MaterialInstanceDynamic.h` for dynamic materials.
* **Constructor (`AAugmentedRealityGame::AAugmentedRealityGame()`):**
* Set `PrimaryActorTick.bCanEverTick = true;` if you need `Tick()` to be called.
* Create the `ARMesh` and `ARSpawnPoint` components using `CreateDefaultSubobject()`. This is the standard way to create components in Unreal Engine C++.
* Set `ARMesh->SetMobility(EComponentMobility::Movable);`. *This is crucial for AR!* If the mesh isn't movable, it won't be able to update its position/rotation based on AR tracking.
* Initially hide the mesh using `ARMesh->SetVisibility(false);`
* **`BeginPlay()`:**
* **Check AR Support:** Use `UARBlueprintLibrary::IsARSupported()` to ensure the device/platform supports AR.
* **Start AR Session:**
* Create a `UARSessionConfig`.
* Set `ARSessionConfig->PlaneDetectionMode = EARPlaneDetectionMode::HorizontalAndVertical;` to enable plane detection. This is the foundation of this example. You can also detect images, faces, etc.
* Set `ARSessionConfig->bGenerateMeshDataFromTrackedGeometry = true;` to generate mesh data from the detected geometry. This is important for visualizing the plane.
* Set `ARSessionConfig->bTrackSceneUnderstanding = true;` to track scene understanding.
* Use `UARBlueprintLibrary::StartARSession(ARSessionConfig)` to start the AR session.
* **Bind AR Delegates:** Use `UARBlueprintLibrary::AddARPlaneAddedDelegate.AddUObject()` to bind the event handlers (`OnARPlaneAdded`, `OnARPlaneUpdated`, `OnARPlaneRemoved`) to the corresponding AR events. This is how your code *reacts* to what the AR system is detecting.
* **Bind Input Touch Delegate:** Use `UGameplayStatics::GetPlayerController(this, 0)->InputTouchDelegate.AddUObject()` to bind the touch event handler (`OnScreenTapped`) to the player controller's touch input. This is how you react to the user's actions on the screen.
* **Create the Dynamic Material:** Creates an instance of the PlaneVisualizationMaterial which will be updated in `UpdatePlaneMaterialTexture()`
* **`Tick()`:** Optional. You can use `Tick()` to continuously update the position of the AR object, perform collision checks, etc. It's called every frame. Use it judiciously for performance reasons.
* **`OnARPlaneAdded(const TArray<UARPlaneGeometry*>& AddedPlanes)`:**
* Iterate through the `AddedPlanes` array.
* Check if `Plane` is valid.
* Log the plane's location to the console using `UE_LOG`.
* Store the plane to `CurrentARPlane`. If this is the first plane found, it becomes the "current" plane.
* Call `UpdatePlaneMaterialTexture`
* **`OnARPlaneUpdated(const TArray<UARPlaneGeometry*>& UpdatedPlanes)`:**
* Iterate through the `UpdatedPlanes` array.
* If the current plane has been updated then update the material using `UpdatePlaneMaterialTexture()`
* **`OnARPlaneRemoved(const TArray<UARPlaneGeometry*>& RemovedPlanes)`:**
* Iterate through the `RemovedPlanes` array.
* Check if the plane that was removed was the current one, and set the `CurrentARPlane` to null
* If the current plane has been removed, hide the AR mesh.
* **`OnScreenTapped(const FVector2D& ScreenPosition)`:**
* Log that the screen was tapped.
* Call `AttachMeshToARPlane()`.
* **`AttachMeshToARPlane()`:**
* Check if a plane is currently detected (`CurrentARPlane != nullptr`).
* Get the plane's transform using `CurrentARPlane->GetLocalToWorldTransform()`.
* Calculate the mesh's world location by adding the plane's location to the `ARSpawnPoint`'s relative location. This lets you offset the mesh from the center of the plane.
* Calculate the mesh's world rotation similarly, combining the plane's rotation with the `ARSpawnPoint`'s relative rotation.
* Set the `ARMesh`'s world location and rotation using `ARMesh->SetWorldLocationAndRotation()`.
* Set the mesh's visibility to true using `ARMesh->SetVisibility(true)`.
* **`UpdatePlaneMaterialTexture()`:**
* Check if the `PlaneVisualizationMaterialInstance` is valid
* Gets the `UARTexture` from the given plane
* Sets the texture on the material instance to the plane texture. This means the surface visualization will look accurate based on the AR engine's understanding of the environment.
* Applies the dynamic material to the mesh component used to render the ARPlane
4. **Setting up the Actor in the Editor**
* In the Unreal Editor, select the `AAugmentedRealityGame` actor that you placed in the level.
* In the *Details* panel:
* **AR Mesh:** Assign a static mesh asset (e.g., a cube, a model) to the `ARMesh` property. This is the object that will appear in the AR world.
* **AR Spawn Point:** Adjust the `ARSpawnPoint`'s relative location and rotation to fine-tune the initial placement of the `ARMesh` on the detected plane. This is how you control the offset and orientation.
* **Plane Visualization Material:** Set this to a material which has a texture sample parameter named "PlaneTexture". The default Unreal material should work for this if you create a new Material Instance Constant and add a Texture Sample parameter named "PlaneTexture".
**Important Considerations and Next Steps:**
* **AR Session Configuration:** The `UARSessionConfig` allows you to customize the AR session (e.g., enabling light estimation, face tracking, image recognition, etc.). Explore its properties to enhance your AR experience.
* **Error Handling:** The code includes basic error logging with `UE_LOG`. Add more robust error handling to gracefully handle AR session failures, tracking loss, etc.
* **Performance:** AR can be computationally expensive. Optimize your code and meshes to ensure smooth performance on target devices. Use profiling tools to identify bottlenecks.
* **Input Handling:** This example uses a simple screen tap. Implement more sophisticated input methods, such as gesture recognition, to interact with the AR environment.
* **Advanced AR Features:** Explore more advanced AR features such as:
* **Image Recognition:** Detect and track specific images in the real world.
* **Face Tracking:** Track faces and overlay virtual content.
* **World Mapping/Persistent AR:** Create persistent AR experiences that remember the environment across sessions.
* **Device Compatibility:** Test your AR application on different devices and platforms to ensure compatibility and consistent behavior. ARCore and ARKit have some platform-specific features and behaviors.
* **User Experience:** Design a user-friendly AR experience with clear visual cues, intuitive interactions, and appropriate feedback.
This comprehensive example provides a solid foundation for building more complex and engaging augmented reality games in Unreal Engine using C++. Remember to consult the official Unreal Engine documentation for more in-depth information on AR and related topics.
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