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Immersive Stream for XR + Unreal Minimal Integration

These are instructions on the minimal amount of files/assets that need to be ported into an existing Unreal Engine project for it to work on Immersive Stream for XR.

Table of Contents

  1. Step by Step
  2. Features
  3. Notes

For information about Immersive Stream for XR, quickstart guide and additional documentation visit cloud.google.com/immersive-stream/xr

Google does not charge for access to Unreal Engine®, which is subject to the Unreal Engine® End User License Agreement.


Step by Step

The bare minimun files you need for your project to work with Immersive Stream for XR are the following:

Unreal_Minimal_Integration/
├── Content/
│   ├── Blueprints/
│   │   ├── XR_Init.uasset
├── CHANGELOG.md
  1. Add the Content folder and the CHANGELOG.md file into the root directory of your project.
  2. Include the XR_Init blueprint in your main level. (Make sure this blueprint gets executed at EventBeginPlay in the main level at startup).

Optional

Screen Space UI
├── Content/
│   ├── Global/
│   │   ├── ISXR_HUD.uasset

If your project has screen space UI, use ISXR_HUD in your GameMode and modify the blueprint to create the widget of the desired class. ISXR_HUD has the logic that scales the UI to the correct aspect ratio and includes the SetUIOrientation event to swicth to portrait and landscape modes.

3D Camera Pawn
├── Config/
│   ├── DefaultInput.ini
├── Content/
│   ├── Global/
│   │   ├── ISXR_3D_Pawn.uasset

ISXR_3D_Pawn uses pinch to zoom and swipe to rotate camera gestures to navigate the scene. Include ISXR_3D_Pawn in the main level and add DefaultInput.ini to the Config folder.

Side Channel Events
├── ToBuild/
│   ├── Content/
│   │   ├── Blueprints/
│   │   │   ├── SideChannel.uasset

To set a starting map using the entrypoint URL or redirect to an external URL from your game, include the ToBuild folder in your root directory.

Uploading Project
├── XRActions/
│   ├── SyncContent.ps1

(Windows only) Once you have your Cloud project setup, including the storage bucket, upload the project files using SyncContent.ps1 in PowerShell.

Features

This approach supports the following features:

  • Stream 3D mode only.
  • Fully customizable UI and events triggered within Unreal Engine®.
  • Pre-made client trigger event Redirect to URL.
  • Fully customizable pre-set gesture controlled camera for 3D mode.
  • Touch in world space for 3D.
  • Debug mode with toggle stats option.
  • Asset ID definition to set starting map using the entrypoint URL.
  • Upload by running a script SyncContent.ps1.

Notes

  • The files work on Unreal Engine 5.0.
  • This workflow is intended for 3D only experiences.
  • Please do not modify the location or name of the assets.