Add the plugin to an existing project
To launch Unreal Engine, open the Epic Games launcher and click on Library.
Choose the correct version and click Launch. Select the project from the project list.
The ArcGIS Maps SDK for Unreal Engine plugin is delivered as a zip archive and available on the Esri Early Adopter site. To access the download page, click ArcGIS Maps SDK for Game Engines in the top menu bar and select Software Downloads.
Exit Unreal Engine and close Visual Studio. Then create a Plugins folder in the main project directory.
Extract the ArcGISMapsSDK folder from the .zip file and copy it to the new Plugins folder.
When you open the project, you can find ArcGIS Maps SDK for Unreal Engine is enabled in Plugins.
To open the project:
Double-click the project in the Epic Games launcher or Unreal Engine Project Browser.
.uprojectin the main project directory.
.slnfile in the main project directory and launch the project from Visual Studio. For information about setting up Visual Studio for Unreal Engine, see the Unreal Engine 5 documentation.
Click Window in the menu bar and select World Settings.
Open Advanced under World and check the Enable Large Worlds.
To allow your project's existing Actors to track within an
ArcGISMap with geographic coordinates, you can add an ArcGIS Location component.
You can find the script here:
ArcGISMapsSDK for Unreal Engine C++ Classes\ArcGISMapsSDK\Public\ArcGISMapsSDK\Components
To use the ArcGIS Location Component:
Click your Actor in the Outliner.
Click + Add button in the Details panel and search for ArcGIS Location to add the Component to your Actor. For more information on Components see Unreal Engine's documentation under Components section.
Make sure your Actor is selected in the Details panel and change the Mobility to Movable.
Click on the ArcGIS Location in the Details panel and set the initial position and rotation. The ArcGIS Location Component uses the pivot of the Actor as the setting point.
- X (Longitude) : Specifies the east–west position of the Actor on the Earth's surface. A projected position value for projected coordinate systems or a longitude value for geographic coordinate systems.
- Y (Latitude) : Specifies the north–south position of the Actor on the Earth's surface. A projected position value for projected coordinate systems or a latitude value for geographic coordinate systems.
- Z (Altitude): Sets the vertical distance of the Actor above the Earth. The units is depending on the spatial reference.
- Spatial Reference WKID: Well-known ID (WKID) of the spatial reference for the X, Y and Z values.
- 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.
You can use ArcGIS Maps SDK for Unreal Engine in a level that is using the GeoReferencing plugin. When you add ArcGIS Map View Actor for the first time, it will pull Origin Position values from Origin Location values in the GeoReferencingSystem Actor. In ArcGIS Map Component and ArcGIS Map View Actor have
Update Geo Referencing System option to push the configuration to GeoReferencingSystem Actor.
- ArcGIS Map View: Push Origin Position values to Origin Location and Spatial Reference WKID to Projected CRS or Geographic CRS
- ArcGIS Map Component: Push Map Type to Planet Shape