Location Component

The ArcGIS Location Component is used to place Actors at specific geographical coordinates. This component is integrated with Unreal Engine's GeoReferencing plugin and gives the Actor the ability to transform its location to geographic coordinates. For example, you can use the ArcGIS Location component to place a 3D model of the Eiffel Tower with an accurate geographic position and rotation.

A sample 3D model on Mt Hood

Use the ArcGIS Location Component

To use the ArcGIS Location Component, attach it to an Actor when you want to place it with geographic coordinates in your level. Adjust its properties with the API, in your Blueprint, or in the Component's Details panel.

The exposed properties for the ArcGIS Location Component include its position (X, Y, and Z) with a spatial reference WKID and its rotation (Pitch, Heading, and Roll). The unit for X and Y values is defined by the spatial reference, longitude and latitude in the case of WGS 84 for example. The unit of the Z value for the Global view mode is in meters. In the Local view mode, the unit depends on the spatial reference. It is used in both Global and Local view modes, and it will place the Actor on an ellipsoid-based sphere when in Global mode.

You can find the script here:

ArcGISMapsSDK for Unreal Engine C++ Classes\ArcGISMapsSDK\Public\ArcGISMapsSDK\Components

To use the ArcGIS Location Component:

  1. Click your Actor in the Outliner.

  2. 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.

  3. Make sure your Actor is selected in the Details panel and change the Mobility to Movable.

    Mobility

  4. 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.

    ArcGIS Location Component

    • 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.

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