Try all of these (one might work):
UIImage *image = [self imageFromSampleBuffer:&sampleBuffer];
UIImage *image = [self imageFromSampleBuffer:(id)sampleBuffer];
UIImage *image = [self imageFromSampleBuffer:(__bridge CMSampleBufferRef)sampleBuffer];
UIImage *image = [self imageFromSampleBuffer:(__bridge id)sampleBuffer];
If none of those work, create a reference to the CMSampleBuffer's CVImageBuffer without adding any of the above to replace sampleBuffer in the UIImage method:
CVImageBufferRef cvImageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
If that does not work, you can create a separate method that converts a CMSampleBuffer to a UIImage like so:
// Create a UIImage from sample buffer data
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
    // Get a CMSampleBuffer's Core Video image buffer for the media data
    CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
    // Lock the base address of the pixel buffer
    CVPixelBufferLockBaseAddress(imageBuffer, 0);
    // Get the number of bytes per row for the pixel buffer
    void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);
    // Get the number of bytes per row for the pixel buffer
    size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
    // Get the pixel buffer width and height
    size_t width = CVPixelBufferGetWidth(imageBuffer);
    size_t height = CVPixelBufferGetHeight(imageBuffer);
    // Create a device-dependent RGB color space
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    // Create a bitmap graphics context with the sample buffer data
    CGContextRef context = CGBitmapContextCreate(baseAddress, width, height, 8,
      bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
    // Create a Quartz image from the pixel data in the bitmap graphics context
    CGImageRef quartzImage = CGBitmapContextCreateImage(context);
    // Unlock the pixel buffer
    CVPixelBufferUnlockBaseAddress(imageBuffer,0);
    // Free up the context and color space
    CGContextRelease(context);
    CGColorSpaceRelease(colorSpace);
    // Create an image object from the Quartz image
    UIImage *image = [UIImage imageWithCGImage:quartzImage];
    // Release the Quartz image
    CGImageRelease(quartzImage);
    return (image);
}
This method works; it's the one I use, in fact.