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