Version 0.1.0 - October, 2020.
The ArcGIS Maps SDK for Unreal Engine beta introduces the ability to access ArcGIS data sources within a level in Unreal Engine to develop 3D and XR applications for a wide variety of devices and experiences.
The plugin supports development on Windows and macOS. See system requirements for more information.
The plugin supports deployment to Windows, macOS, Android, and iOS. See system requirements for more information.
The plugin provides three options to use ArcGIS data and other geospatial content within a level:
- The UI provides the option to create a scene without writing any lines of code.
- Blueprints provides the option to create scenes using the node-based visual scripting interface offered in Unreal Engine.
- The C++ API grants access to the plugin source code.
The plugin supports global and local scenes.
- Local scene: Supports display of geospatial data on a planar or flat surface in a projected coordinate system. Ideal for smaller, localized areas.
- Global scene: Supports display of geospatial data on a sphere or globe in a geographic coordinate system. Ideal for large areas or regions.
The following data sources are supported:
- Single elevation layer
- Public ArcGIS image service
- Multiple raster tile layers
- Public ArcGIS map service
- Local ArcGIS tile package (.tpk)
- Multiple 3D object or integrated mesh scene layers
- Minimum i3S version 1.7
- Public ArcGIS scene service
- Local ArcGIS scene layer package (.slpk)
The plugin supports adding your own Actor to a geospatial scene by attaching an
Keyboard and mouse are supported to move pawns in a scene.
The plugin supports adding, removing, and reordering layers, as well as changing a layer's visibility, name, and opacity.
The plugin allows you to set up cameras where the geospatial content can be rendered from. It also adds the concept of an initial viewpoint when no cameras are active in a scene.
Packaging issue when there is no C++ class
Summary: Generic packaging error when the project doesn’t have any C++ class
Workaround: Create at least one empty C++ class in the project’s source code folder. You can ensure your project has an empty C++ class by creating a new project as a C++ project in Unreal Engine's project creation wizard. View the Adding the Plugin to a New Project page for more information.
macOS packaging paths Issue
Summary: Our libraries are not correctly loaded by macOS binary packages because of a missing search path.
Workaround: Modify the packaged app binary to include the search path to the folder where our shared libraries are stored by following these steps.
- Package your macOS build
- Open a terminal and cd to the location of the package
- Run this command:
install_name_tool -add_rpath @loader_path/../UE4/<package-name>/Plugins/ArcGISMapsSDK/Binaries/ThirdParty/ArcGISMapsSDKLib/Mac <package-name>.app/Contents/MacOS/<package-name>