Release notes

Version 1.1.0 - December, 2022.

This page provides details about enhancements in ArcGIS Maps SDK for Unreal Engine version 1.1.0. It also lists this release's resolved issues and known issues.

Enhancements

This section describes new features and improvements (what's new).

Vector tile layers support

A vector tile layer references a set of web-accessible vector tiles and a corresponding style that determines how the tiles will draw. Vector tile layers can adapt to any display resolution, which can vary across devices. A vector tile layer can be stored as a vector tile package (.vtpk file) locally on your device or you can use vector tiles layers from online services.

Basemap layer service support

Support for the basemap layer service has been added. The Esri curated basemap layers listed in the World basemaps for developers group can be used as a basemap in an Unreal Engine level.

Scene layers support

  • Draco geometry compression support has been added. Draco is a library used for compressing and decompressing 3D geometric meshes and point clouds to improve storage and transmission of 3D graphics. ArcGIS Maps SDK for Unreal Engine can read the compressed geometries in this format from 3D object scene layers and integrated mesh scene layers to improve performance.

  • PBR metallic roughness material model support has been added. The defined metallic-roughness material model parameter values are read by ArcGIS Maps SDK for Unreal Engine and the rendering result will have reflections according to the material definition.

API key improvements

  • An API key can be set in Unreal Engine's Project Settings and used in multiple levels in the same project.

C++ API

  • Added a new basemap constructor to use the basemap style services.

Components

  • Quality Scaling Factor has been added to the ArcGIS Camera Component to allow control of the quality of the GIS content being rendered.

Modes Panel UI

  • The basemap gallery has been updated with more basemap options per the basemap layer service support.

Breaking changes

This section describes some small breaking changes.

C++ API

  • ArcGISMapComponent::GetAPIkey() was updated to ArcGISMapComponent::GetAPIKey() to match our casing patterns.

Blueprints

  • Properties such as ArcGISMapComponent::Basemap were exposing duplicated getters and setters in the form of functions and property accessors/modifiers. The functions were hidden so these properties should be accessed by the property.

  • Many functions exposed through the ArcGIS Map Component had inconsistent parameter names so they are now all prefixed with In.

Issues resolved

  • ArcGIS Hit Test Sample returns an incorrect number instead of the feature ID

    Summary: ArcGIS Hit Test Sample returns an incorrect number instead of the feature ID when clicking on a building during play mode.

  • Tile flashing

    Summary: When elevation is enabled, a few tiles flash occasionally and appear to be holes while navigating the level. (There is a different tile flashing issues in the known issues.)

  • ArcGIS Location Component overwrites the actor's scale when it's attached

    Summary: The actor's scale is overwritten by the configured scale in ArcGIS Location Component.

  • Toggle visibility may not work in the Modes Panel UI or the Details panel when the ArcGIS Map is loaded.

    Summary: When loading the ArcGIS Map for the first time, the layers that are set to invisible are still being displayed in the Viewport during runtime or in editor mode.

  • Changing the layer visibility on the Modes Panel UI has no effect in the editor Viewport with a new level or after deleting all layers from the level.

    Summary: Changing the layer visibility by using the toggle checkbox under the Layer tab from the Modes Panel UI has no effect in the editor Viewport with a new level or after deleting all layers from the level.

  • Unreal Engine crashes after selecting tiles and moving the editor camera.

    Summary: While selecting tiles during the Editor mode, moving the editor camera causes Unreal Engine to crash because the selected tiles are not discarded. You cannot select tiles anymore.

  • One image tile layer is still visible even after removing all.

    Summary: One image tile layer remains visible after removing all the raster tile layers in the level.

Known issues

  • A basemap that fails to load will cause all layers in the ArcGIS Map to fail to display.

    Summary: If you are using a basemap that fails to load (for example, a preset basemap that requires an API Key, but no API Key is set) then the loading of the ArcGIS Map will be interrupted and it will appear blank. This also impacts the SDK samples that use a preset basemap.

    Workaround: Be sure to set an API key when using one of the preset basemaps.

  • View state report propagated warning messages

    Summary: When you subscribe to the error messages by using the view state report, propagated error messages are logged in the Output Log although it is not an error.

    Workaround: This issue does not impact the usage of the plugin. If you use the ArcGIS View State Logging Component in your level, you have the option to hide warnings.

  • Tile flashing

    Summary: While navigating in the level, a few tiles flash occasionally.

    Workaround: Disable hardware occlusion queries by following the Unreal Engine's documentation

  • Image tiles flashing when the basemap is a vector tile layer

    Summary: While navigating in the level, several image tiles flashes if the basemap is a vector tile layer.

    Workaround: Use an image tile layer as the basemap and add the vector tile layer as the first layer on top of the basemap with full opacity.

  • 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 attempt. 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.

  • Some parts of integrated mesh scene layers flash while navigating around the area.

    Summary: When elevation is enabled in the scene, some parts of the integrated mesh scene layers flash.

    Workaround: Disable elevation.

  • Generated normal maps have geometric patterns when elevation is enabled.

    Summary: When elevation is enabled, generated normal maps have geometric patterns and are visible on the surface.

    Workaround: No workaround available.

  • Scene layer packages with non-ASCII characters in their file name or in the path cannot be loaded.

    Summary: When there are non-ASCII characters in the scene layer package name or the scene layer package is located in the path that contains non-ASCII characters, the layer cannot be loaded.

    Workaround: Rename the file or folder.

  • Mesh collider/Terrain occlusion issue

    Summary: When using an integrated mesh layer that dips below the elevation, the terrain occlusion mechanism is not showing the elevation but the collider still exists, which in some edge cases can make objects float above the integrated mesh.

    Workaround: No workaround available.

  • Android packaging issue (Unreal 5.1 only)

    Summary: When you package to Android using Unreal 5.1 and open the app on your phone, you might see the error message "Permission required, you must approve the permission in App Settings: Storage" but are unable to grant the storage permission.

    Workaround: No workaround available.

  • PCS (Projected Coordinate System) layer orientation changes

    Summary: After exiting out of Play mode while a PCS layer is loaded, the orientation of the layer changes in the Viewport.

    Workaround: No workaround available.

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