Description

From licensee: 

 when the Enable Automatic Camera Overlay is enabled you will get the People Occlusion image overlaid above everything so no objects can be in-front of it. And if you disable Automatic Camera Overlay you won't get access to the AR Texture of People Occlusion to assign it to your own material instance and therefore position in depth and have virtual objects both in front and behind.

The desired outcome might be clearer here in Apples ARKit 3 documentation: [Occluding Virtual Content with People | Apple Developer Documentation|https://developer.apple.com/documentation/arkit/camera_lighting_and_effects/occluding_virtual_content_with_people]

You can see how People Segmentation with Depth should allow for people to appear in front of and behind objects depending on their depth from camera.

Steps to Reproduce

First method

  1. Run Sandbox/XR/ARKit3QA project on ARKit on iOS
  2. Disable Automatic Camera Overlay in the ARSession (enabled by default in handheld AR)
  3. Enable People Occlusion feature in AR Session
  4. Notice it's not possible to retrieve People Occlusion texture from the Get AR Texture node

Second method

  1. Run Sandbox/XR/ARKit3QA project on ARKit on iOS
  2. Enable Automatic Camera Overlay in the ARSession (enabled by default in handheld AR)
  3. Enable People Occlusion feature in AR Session
  4. retrieve People Occlusion texture from the Get AR Texture node, and try to place another virtual object in front of it
  5. Notice people occlusion texture is always rendered in front (due to "enable automatic overlay" it seems)

I'm not sure which method is valid/correct, or if there is a different way to do this.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-116444 in the post.

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Unresolved
ComponentUE - Platform - XR
Affects Versions4.265.1
Target Fix5.5
CreatedMay 24, 2021
UpdatedJan 26, 2024