Please update to our Unreal Engine 5 plugin to use the last features of the ZED SDK
As of the release of the ZED SDK 4.0, this sample is deprecated and will not be maintained anymore. To use the most recent features and capabilities of the ZED SDK, we invite you to use our Unreal Engine 5 plugin.
Thanks for your comprehension.
This repository contains Unreal examples projects that demonstrate how to create advanced Mixed Reality application using the ZED SDK and Unreal.
UE4_Examples is a single project with a variety of small samples, each meant to highlight a single feature of the ZED UE4 plugin. PingPongMR is a game combining multiple ZED features, and demonstrating how to have a shared multiplayer experience in AR with multiple headsets or observer cameras.
Our plugin requires our SDK and a custom build of the Unreal engine. Follow the steps in our Getting Started and Building the Engine guides before using these samples.
Then, see the readme file in the UE4_Examples and PingPongMR folders for how to build each project.
All samples are in the UE4_Examples project as a level, found in Content -> Levels.
See the real world through an Oculus Rift or HTC Vive, with virtual objects mixed in. Must have a compatible headset plugged in and running when the project is loaded.
Casts a spotlight that properly illuminates the real world just as well as the virtual. Also has a directional light that causes virtual spheres to cast shadows on the real floor. See our lighting documentation to learn how it works.
Puts a 3D crosshair in the center of the screen that moves itself closer or further to be just in front of the real-world object it overlaps. Explore to see how to use the GetDepthAtScreenPosition function, and experiment with the other GetDepth and GetNormal functions included in the plugin.
Left click to shoot virtual balls that will stop when they collide with a real-world object. Demonstrates that you don't need to pre-scan an environment for such interactions thanks to the ZED's real-time depth map. See the BP_HitTestBall blueprint and the HitTestReal function to learn how it works.
Click on a flat, upwards-facing surface to spawn a cyborg standing on top of it. Demonstrates how to use the ZED's Plane Detection feature to place objects without pre-scanning. See the level Blueprint and the GetFloorPlaneAtScreenPosition function to see how it works.
Map your environment into a 3D mesh, then shoot balls at real objects that realistically bounce off using Unreal's collision detection and physics. Optionally, save the mesh, mesh texture and .area spatial memory file for later. Use to pre-scan an environment for when you need persistent geometry, such as when collisions with the real-world need to occur even when you can't see them. See our spatial mapping documentation to learn how it works.
Makes virtual motion controllers follow real motion controllers tracked by an Oculus Rift or HTC Vive. Must have a compatible headset plugged in and running when the project is loaded.
Initiates the ZED, then properly closes it before opening a new level (in this case, itself). Follow this procedure (visible in the level Blueprint) any time you wish to change levels while the ZED is running.
Shows advanced ways to grab the ZED's image from the camera using two example Blueprints: one that retrieves images directly, and one that retrieves via a texture batch.
PingPongMR puts a virtual ping pong table in your environment. Bring a friend with their own Vive and ZED Mini to compete against you - they'll see the same ball, table and paddles as you. You can even use another ZED and Vive Tracker to view the match from third person in case you want to stream it live.
PingPongMR has additional equipment requirements for multiplayer, and has a more involved setup. See the readme file in the PingPongMR folder for instructions.
If you need assistance go to our Community site at https://community.stereolabs.com/