Version 0.4.0 - April, 2022.
The ArcGIS Maps SDK for Unreal Engine introduces the ability to access ArcGIS data sources within a scene in Unreal Engine to develop 3D and XR applications for a wide variety of devices and experiences.
Adding an ArcGIS Map View Actor into a level causes Unreal Engine to crash.
Summary: Unreal Engine crashes when you add an ArcGIS Map View Actor into the level.
RGBA8 scene layers rendered with incorrect color
Summary: When the scene layer has the
RGBA8, red color is swapped by blue color in render
macOS raster tiled layer order issue
Summary: When there are multiple raster tiled layers in the level, some layer or layer parts are not rendered although the layer is correctly added and visible when you check the single layer.
macOS packaging paths issue
Summary: Our libraries are not correctly loaded by macOS binary packages because of a missing search path.
Scene layers cannot be invisible
Summary: 3D object scene layers and integrated scene layers cannot be invisible even when their visibility is set to
Performance issue when near poles
Summary: In the global viewing mode, when you navigate to the north/south pole, performance degrades significantly.
This section describes new features and improvements (what's new).
You can see the level you are working on without playing the level. This new feature allows you to place objects during editor time. You can disable it if needed.
Note: Editor mode rendering for levels using Blueprints to create the ArcGISMap content is not supported.
Epic Games introduced double precision with Unreal Engine 5. The ArcGIS Maps SDK for Unreal Engine no longer requires the GeoReferencing plugin to set up a GIS scene or continuous rebasing of Unreal Engine's origin point to function.
Native geospatial placement support that uses the GeoReferencing plugin was added in the previous release. The GeoReferencing plugin uses third party coordinate transformation system. This release adds Esri's coordinate transformation system that is compatible with the GeoReferencing plugin.
You can use any geographic coordinate system in Global view mode and any projected coordinate system in Local view mode. You can manually set the spatial reference of the ArcGIS Map for the layers you are going to add. Otherwise, the first layer loaded in the Viewport will determine the spatial reference.
A new geometry API is added to create geometries of type point, multipoint, polyline, polygon, and envelope. Geometries have a spatial reference, are Z and M aware, can be re-projected, and serialized to and from JSON.
Mesh colors can now be rendered. The transparency and opacity in the data are also reflected. Objects in scene layers, like trees, are rendered the same as they are with other Esri products.
You can now enable mesh colliders for all layers.
Support for access tokens and refresh tokens is added. Now you can set and get access tokens and refresh tokens.
ArcGISMap, the primary class that manages the UI, was renamed to
ArcGISCamerawas moved from
ArcGISMapsmodule to the
Components can be used to configure all of the GIS content in your scene through Unreal Engine's Outliner panel and the Details panel without writing any code or modifying Blueprints.
The UI has been moved from the Details panel to the Modes panel. The new UI is composed of components that are visible in the Details panel. The Modes panel and the Components are in sync, and you can see the changes in the corresponding Components inside the Details panel when you make a change via the UI. You can also add a basemap and elevation source with a custom URL directly in the UI.
Packaging issue when there is no C++ class
Summary: Generic packaging error when the project does not contain any C++ classes.
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.
Layer loading, position and LOD tile issue
Summary: Some layers may either not render, render in an incorrect position, or incorrect LOD tiles are loaded instead
Workaround: Case by case. If you encounter this issue, please raise a question on Esri's Early Adopter website.
Warning message in output log
Summary: When you get the error message by using the view state report,
propagated errormessages are logged in the Output Log although it's not an error.
Workaround: This issue does not impact the usage of the plugin.
Summary: While navigating in the level, a few tiles flash occasionally when the elevation is enabled.
Workaround: No workaround available.
OAuth edge case issue
Summary: The authentication cannot be completed even if the sign-in is successful when there are expired sign-in pop-up windows from the previous private layer loading intent. Using or closing an expired pop-up window causes Unreal Engine to crash.
Workaround: When the sign-in window pops up, always close the window by either signing in or closing it manually.
Mesh collider issue
Summary: When the elevation is enabled, the collider mesh of the terrain is not adjusted to the surface.
Workaround: No workaround available.
Unreal Engine crashes when trying to duplicate a layer from the Modes Panel UI
Summary: When you try to duplicate a layer by clicking the dropdown arrow and selecting the option, Unreal Engine crashes.
Workaround: Add the layer from the Add New Data section or use the Details panel to duplicate. If the change is not reflected in the Modes Panel UI, click on another tab and click the Layer tab again.
Modes Panel UI Authentication configuration selector issue
Summary: The Authentication Configuration goes back to
Noneafter saving and reloading the level.
Workaround: Select and save again. After saving for the second time, the selection will retain. You can also select the Authentication Configuration in the ArcGIS Map Component.
One raster tile layer is still visible even after removing all
Summary: One raster tile layer remains visible after removing all the raster tile layers in the level.
Workaround: Save the level once and reload it.