Unreal Engine SDK
The 0.1.0-dev candidate is unpublished. Validation uses UE 5.8.4 CL 58902052, Mac arm64, Xcode 27 and Android NDK 28.2.13676358. Local builds and synthetic tests are the acceptance scope. Physical devices, live-backend qualification, Windows and store compliance remain deferred. There is no public download or release tag.
- Obtain the reviewed source/native candidate archive from the maintainer. Extract
GraffityARCloudinto your project’sPlugins/directory. Keep both mobile native libraries and third-party notices. - Use a C++ host project with the selected engine/toolchains. A Blueprint host needs a compiled plugin for its exact engine/target, or a C++ module/toolchain to build the source candidate. Precompiled Editor binaries are not included.
- Enable Graffity AR Cloud, AppleARKit for iOS and GoogleARCore for Android. Restart/rebuild the Editor.
- Configure a world-tracking AR Pawn/camera and
UARSessionConfig. Start the host AR session for borrowed mode. In managed mode pass an unowned world-tracking config toStart; the engine handles its permission flow. - Add camera usage descriptions/permissions and the host’s location permission/service integration. Supply a valid initial latitude/longitude or inject
ILocationSource; an unknown location is never transmitted as(0,0). - Open Window → Graffity Maps, enter a runtime-use SDK token, load public places or an authorized known place ID, choose a section and import its preview/root. Add ordinary child Actors beneath the root.
- Follow Blueprint setup or C++ setup. Empty credentials in the sample intentionally prevent live operation.
Desktop Editor builds support authoring, synthetic tests and API integration. Camera localization runs on supported handheld AR providers; Editor route previews are not physical localization evidence.
See authoring, navigation, API reference and packaging.