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Hands, boundary & anchors

Platform integrations implement small adapter interfaces to feed hand / boundary data into the SDK; game code reads the active one from a per-type factory (…AdapterFactory::GetAdapter()). Anchor components keep content world-locked to an AR 51 spatial anchor.

Units

All FVector positions here are documented as UE centimeters in their respective space. ⚠️ Confirm whether the SDK converts AR 51 meters → UE cm at the adapter boundary or hands you raw native units.

EHandJointType

Moved to EHandJointType.

EHandType

Moved to EHandType.

HandJointInfo

Moved to HandJointInfo.

HandJointTypeHelper

Moved to HandJointTypeHelper.

Adapter interfaces

Implement to provide data; consume to read it. Both are pure C++ interfaces (AR51SDK_API, abstract) — not UE UINTERFACEs, so no Blueprint exposure.

IHandsAdapter

Moved to IHandsAdapter.

IBoundaryAdapter

Moved to IBoundaryAdapter.

Adapter factories

Concrete factories inherit the shared template base.

AdapterFactory

Moved to AdapterFactory.

HandsAdapterFactory

Moved to HandsAdapterFactory.

BoundaryAdapterFactory

Moved to BoundaryAdapterFactory.

Anchor components

UCameraAnchorComponent

Moved to UCameraAnchorComponent.

UWorldAnchorConstraintComponent

Moved to UWorldAnchorConstraintComponent.

Internal — not documented

EmptyHandsAdapter (platform fallback/no-op), the AdapterFactory<TAdapter>::GetAdapter(AR51::PlatformType) overload + AR51::PlatformTypeEPlatformTypes converters, and UAnchorServiceComponent / UnityAdapter / TTransform internals are excluded.


Next: Utilities & platform.

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