Add the plugin to an existing project

Open an existing project

To launch Unreal Engine, open the Epic Games Launcher, click on Unreal Engine > Launch. The Unreal Project Browser opens when you launch Unreal Engine (UE4). To open an existing project, select the project from the Recent Projects area. If your project is not displayed under Recent Projects, click More to display all available projects.

Select a template

Once you have selected the project you want to work on, click Open Project. You can also double-click the project thumbnail to open it.

If you want to bypass the Unreal Project Browser, you can click More to expand the Recent Projects area, and check the box for Always load last project on startup. The last project you worked on will now open when you launch UE4.

Always load last project on startup

Install the plugin

The ArcGIS Maps SDK for Unreal Engine plugin is delivered as a zip archive and the downloads are available on the Esri Early Adopter site.

To install the plugin:

  1. Create a Plugins folder in the main project directory.

    Create plugin folder under project directory

  2. Extract the ArcGIS Maps SDK for Unreal folder from the .zip file and copy it to the new Plugins folder.

    Place ArcGISMapsSDK folder

Manage existing content

To allow your project’s existing Actors to track within an ArcGISMap in real world coordinates, you can add an ArcGISLocation component. The script is in the folder, in the Sources View of the Content Browser:

ArcGISMapsSDK C++ Classes\ArcGISMapsSDK\Public\Components

To use the ArcGISLocation component:

  1. Add the component to the Actor. For more information on components see Components.

  2. Select the Actor and set the initial position and rotation of the Actor in the Details panel.


    • Latitude: Sets the north–south position of the Actor on the Earth's surface.
    • Longitude: Sets the east–west position of the Actor on the Earth's surface.
    • Altitude: Sets the vertical distance of the Actor above the Earth.
    • Heading: Sets the heading or up axis of the Actor. This is also known as yaw or azimuth. It represents the number of degrees by which the game object will be rotated, measured counterclockwise from the north. To rotate clockwise, use a negative value.
    • Pitch: Sets the pitch or right axis of the Actor. Pitch is the equivalent of moving a plane's nose up or down (rotating along the axis that passes through the plane's wings). Positive values, looking forward, are above the horizon (pointing upward) and negative values are below the horizon (pointing downward).
    • Roll: Sets the roll or forward axis of the Actor. Roll is the equivalent of tilting a plane's wings up or down (rotating along the axis that passes through the center of the plane from front to back). A zero value is perfectly horizontal. Positive values will tilt the left side upward (or right side downward). Negative values do the opposite.
  3. Set the Mobility property to Movable.

    Mobility property

    The Mobility setting controls whether an Actor will be allowed to move or change in some way during gameplay. For more information on Mobility states see Actor Mobility.

The ArcGISLocation component uses the pivot of the Actor as the setting point.

To use the ArcGISLocation component, you do not need to add it to every Actor in the level. Instead, you can create an empty Actor with the attached script, and additional Actors can be parented to the Actor.

Next steps

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