Skip to main content

Connection & services

The connection model is inverted versus a typical client SDK: your Unreal app runs a set of gRPC servers (the service components) and registers itself with OMS via a discovery/registration handshake. OMS/CVS then call into those services. So most service-component methods are server-side handlers — the caller-facing surface is a small set of properties, events, and singleton accessors.

Units & space

Unreal world units are centimeters, rotations degrees; AR 51 data arrives in meters. Use the conversion helpers on UAnchorServiceComponent for anything crossing the boundary.

AAR51SDK

Moved to AAR51SDK.

UAnchorServiceComponent

Moved to UAnchorServiceComponent.

UHandSkeletonServiceComponent

Moved to UHandSkeletonServiceComponent.

UEngineServiceComponent

Moved to UEngineServiceComponent.

Service endpoints

Moved to Service endpoints.


Next: Skeletons & characters.

Was this page helpful?