Class index — Unreal SDK
Every public type in the AR51SDK Runtime module, grouped by area and alphabetical within each group. This is the reference; for step-by-step usage see the How-to guides.
Prototype
USkeletonConsumer is the first type migrated to the new one-page-per-class template (declaration → members summary → detail → see also). The remaining links below still point to the current area pages and will move to their own pages in the rollout.
Connection & services
| Type | Kind | |
|---|---|---|
AAR51SDK | AActor | connection entry-point / root actor |
UAnchorServiceComponent | UActorComponent | anchors, boundary, AR 51 ↔ world conversion |
UHandSkeletonServiceComponent | UActorComponent | hand-stream service |
UEngineServiceComponent | UActorComponent | remote scene-control endpoint |
| Pure service endpoints | UActorComponent | UCameraServiceComponent, UDrawServiceComponent, UGameServiceComponent, URenderServiceComponent |
Skeletons & characters
| Type | Kind | |
|---|---|---|
AAR51CharacterActor | AActor | ready-to-use character actor |
BoneTransform | C++ class | bone handle with bind-pose cache (+ TTransform) |
IPersonBase | UINTERFACE | one tracked person |
Keypoints | enum class | canonical joint index scheme |
SkeletonData | C++ class | one frame of joint data |
UAR51Character | UPoseableMeshComponent | the mocap-driven mesh |
UAR51FootBoundsComponent | UBoxComponent | sole-contact box |
UAR51SkeletonMapping | UDataAsset | bone-mapping asset |
USkeletonConsumer | UActorComponent | the central entry point |
Object detection
| Type | Kind | |
|---|---|---|
UObjectDetectionConsumer | UActorComponent | spawns/updates tracked actors (+ FMarkerItem) |
UTrackedInstance | UActorComponent | per-detection data record (+ EInstanceType) |
Hands, boundary & anchors
| Type | Kind | |
|---|---|---|
Adapters | interfaces + factories | IHandsAdapter, IBoundaryAdapter, AdapterFactory, HandsAdapterFactory, BoundaryAdapterFactory |
Anchor components | USceneComponent / UActorComponent | UCameraAnchorComponent, UWorldAnchorConstraintComponent |
HandJointInfo | struct | one hand-joint pose (+ EHandJointType, EHandType, HandJointTypeHelper) |
Utilities
| Type | Kind | |
|---|---|---|
UNetworkUtils | UObject | local IP / free-port helpers |
UnrealThread | C++ class | game-thread dispatcher |
ISingleton<T> | template | GC-aware singleton base |
Enums & data structs
Clustered with their owning area (small POD types don't get their own page):
| Type | Where |
|---|---|
EPlatformTypes | Utilities & platform |
EHandJointType, EHandType | HandJointInfo |
EInstanceType | UTrackedInstance |
FMarkerItem | UObjectDetectionConsumer |
Keypoints | SkeletonData |
FBoneWeight | Skeletons & characters |
EPredictionModel, FPredictionSettings, FLinearPredictionTuning, FKalmanPredictionTuning | Prediction |
FSolverParams, EAutoCharacterAssignmentMode, EAutoScaleFilterType, EActivePersonCameraSpace, EAutoScaleType | IK solver & auto-scale |
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