Milky Way
UE5 AR Marker App

Marker Images and Detection

Importing our images

Now, we will need to set up our ARSession Config to track and detect our 2D images and markers.

11. Creating Marker Images

The Outliner Window Setup

Creating an AR marker app for a card game, for example, can help in bringing static cards to life. We can add dynamic 3D animations, sound effects, and other interactive elements by overlaying visual cues or user interfaces directly onto the cards. We can even save the cards into a book or collection. This fusion of physical cards and digital effects can add an additional layer to the experience, allowing players to do more beyond the c ard's surface and into a shared augmented space. By enabling multiplayer or remote play through AR scenes between players, we can change how card games are experienced with and without physical cards. Ultimately, AR marker applications can open up the possibilities for hybrid and digital experiences.

Designing Cards in Unreal

Designing a card template in Unreal Engine means we will be building a reusable Blueprint or UI layout that can represent cards in our game. This may invovle physical (scanned via AR marker) or digital (displayed on mobile screen).

Here are some resources on how to get started:

ResourceDescription
Building Your UICreating widget templates
Unreal Motion Graphics UI Designer (UMG)Creating dynamic elements
Widget BlueprintsCreating widget blueprints
Card StructsUsing structs for card creation

Designing with 2D Design Software

We may design our cards using a variety of design tools outside of Unreal Engine.

ResourceDescription
Tabletop Simulator (Steam)Make your own online board games
Card Creator (Steam)Card generation software
SquibA Ruby DSL for prototyping card and board games
ReliquaryA card and board game design tool for Figma
DextrousCard prototyping for tabletop games
Adobe Creative CloudInclude Adobe Photoshop, Illustrator, and InDesign
CanvaBoard and card game templates

12. Importing Marker Images

Once you have your marker images, make sure you have the following:

  • Dimensions of your cards in cm
  • Cards and markers are created in RGBA
  • Exported as .png or .jpg or similar format

In your Content Drawer, create a new folder for your marker images. Right click and select Import to and select your images. Your images will import as Textures.

Start with clicking on one of the Textures you just imported. In the Details panel, set the following:

  1. Navigate to Compression / Compression Settings and then set it to UserInterface2D (RGBA)
  2. Navigate to Texture where sRGB should be checked True`
  3. Navigate to Level of Detail / Texture Group: Change the dropdown selection to UI

Do the same for each Texture you imported.

13. Configuring Marker Images

  1. Creating CandidateImages: In your Content Drawer, navigate to Miscellaneous / Data Asset / AR Candidate Image. Name your Candidate Image to something like [Image Title]_CandidateImage.
  2. Candidate Image Specs: Open up the CandidateImage you created. Give it a Friendly Name, Candidate Texture: An image you uploaded, Width and Height: Should be in cm.
The Outliner Window Setup

14. Configure AR Session Config

Now that we have our marker images set up, we will link our images to our D_ARSessionConfig. Open up your AR Session Config where under the Details panel, add all of your Candidate Images.

The Outliner Window Setup

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