API reference — Unreal SDK
The public, game-dev-facing API of the AR51SDK Unreal plugin (Runtime module), described from the caller's side — what you place, configure, call, and receive in C++ or Blueprint.
The Class index lists every public type with its own reference page. The sections below are topic groupings.
- Plugin:
AR51SDK· version2.3.2.4(AR51SDK.uplugin). - Modules:
AR51SDK(Runtime; Win64/Android) +AR51SDKEditor(editor tooling — not covered here). Plugin deps:ProceduralMeshComponent,AnimationWarping. - Public include root:
Plugins/AR51SDK/Source/AR51SDK/Public/(export macroAR51SDK_API).
Unreal world units are centimeters and rotations are degrees. AR 51 mocap/CVS data is natively meters (and a different coordinate convention). Conversion happens at the SDK boundary; use UAnchorServiceComponent::AR51SDKToWorldSpace / WorldToAR51SDKSpace whenever you exchange positions/rotations with the AR 51 system. Values whose unit/space wasn't explicit in source are flagged ⚠️ inline.
Each member notes its exposure. BlueprintCallable / BlueprintPure / BlueprintAssignable are reachable from Blueprint; C++ only members are not (UFUNCTION absent in source). Items marked ⚠️ unverified are inferred from source and should be confirmed before you rely on them.
Sections
| Section | Covers |
|---|---|
| Connection & services | AAR51SDK root actor, EPlatformTypes, the service components, AR 51 ↔ world-space conversion |
| Skeletons & characters | USkeletonConsumer, UAR51Character, AAR51CharacterActor, mapping assets, SkeletonData / Keypoints / IPersonBase, person events, prediction & solver settings |
| Object detection | UObjectDetectionConsumer, UTrackedInstance, FMarkerItem, EInstanceType |
| Hands, boundary & anchors | HandJointInfo, hand/boundary adapter interfaces + factories, anchor components |
| Utilities & platform | EPlatformTypes, UNetworkUtils, the AR51SDK log category, UnrealThread, ISingleton |
The VR/MR platform plugins (AR51SDK_QUEST, AR51SDK_WAVE, AR51SDK_OPENXR, AR51SDK_PICO), AR51SDK_LIVELINK, and AR51_RenderStream (Disguise) ship as separate plugins and are not part of this AR51SDK Runtime-module reference. Their dedicated reference is pending.
New to the SDK? Start with the connect → drive a character walkthrough at the bottom of Skeletons & characters.