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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::PlatformType ↔ EPlatformTypes converters, and UAnchorServiceComponent / UnityAdapter / TTransform internals are excluded.


Next: Utilities & platform.

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