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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The 0.1.0-dev candidate is unpublished.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.

  1. Obtain the reviewed source/native candidate archive from the maintainer. Extract GraffityARCloud into your project’s Plugins/ directory. Keep both mobile native libraries and third-party notices.
  2. 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.
  3. Enable Graffity AR Cloud, AppleARKit for iOS and GoogleARCore for Android. Restart/rebuild the Editor.
  4. 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 to Start; the engine handles its permission flow.
  5. 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).
  6. 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.
  7. 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.