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In Visual Studio, what does the Unreal Engine Integration Configuration dialog show? Configure Visual Studio Tools for Unreal Engine | Microsoft Learn
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Hi, I believe your question is: "Has this problem been solved? I'm having the same issue." This thread is an old issue that relates to support for Apple Silicon macs, which was added in April 2023. Please create a new post about the problem you are seeing, and include as much detail as possible (operating system, software versions, workflow). Thanks
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a week ago
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Hi, Does your machine meet the system requirements? (System requirements for 2.2.0 | ArcGIS Maps SDK for Unreal Engine | Esri Developer) What are the format settings on your system (e.g., decimal symbol)? Thanks
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2 weeks ago
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Hi Troy, It's possible the 21-day trial ArcGIS Online account may not support creating API key credentials - I'd need to investigate further. In the meantime, I recommend signing up for a free ArcGIS Location Platform account which will enable you to create & manage your API key credentials, try out the samples, follow the tutorials, etc. Sign up | ArcGIS Location Platform Thanks Mike
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3 weeks ago
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I can't think of a way to achieve this with the current API. I've opened an internal enhancement request for discussion. Thanks
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3 weeks ago
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Hi, When you say you need to "retrieve the entire footprint of the integrated mesh dataset." -- do you mean the exact polygon outline, or a bounding box / extent envelope? Thanks
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3 weeks ago
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Hi, That dialog is expected, depending on what version of Unreal Engine you are using. But once built, then you should be able to use the SDK in your project, explore the sample content, etc. When you say your project won't start, can you provide more detail about what's happening? Thanks
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3 weeks ago
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Hi Tore, Sorry to hear you've found what appears to be a behavior change. Couple of questions: Before updating to v2.2, were you using v2.1 (August 2025)? Does this only affect ArcGISIntegratedMeshLayer or do you see this for other layers too? Is the service you're using unlit? Do you see this in the editor or only in packaged projects/apps? Are you applying custom materials using the layer MaterialReference property? Are your projects failing to build/run or do they run and it is a visual difference? Can you provide a screenshot or video? Can you share details of the source service (if we can access)? Thanks Mike
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02-06-2026
03:11 AM
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Hi Arun, The SDK dynamic loads and unloads the data needed to support the current viewpoint. This is necessary to support scenes from global to local scale anywhere in the world. So you'll find data is being unloaded when out of view. One approach you could try involves separating the Unity camera and the ArcGIS camera, and placing the ArcGIS camera above the area of interest with the frustrum pointing downwards to ensure data is loaded and remains loaded for the whole area of interest. You may need to increase the Quality Scaling Factor of the ArcGIS Camera to load a higher resolution / level of detail (possible via the Inspector window or the API). For more info see Camera | ArcGIS Maps SDK for Unity | Esri Developer. The API also provide options to increase the CPU & GPU memory quotas and setting viewport properties (size and field of view), which you might take a look at: ArcGISView | ArcGIS Maps SDK for Unity | Esri Developer. For our roadmap we're considering additional options to provide developers with greater control over data loading, to better support the wide variety of devices and scenarios required. Thanks
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01-19-2026
06:44 AM
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Hi, As you’ve found, all the layer types currently supported by ArcGIS Maps SDK for Unreal Engine are in the form of tiled/cached layers – 3D Scene layers, 3D Tiles layers, Image tile layers, and Vector tile layers. These provide the greatest performance in client applications when working at global scales and/or on resource-constrained devices. Elevation sources can come from those Image tile layers, either as tile packages (.tpkx) or web elevation layers / cached map services. The key aspect to note is that when creating the tile cache, the image tiles need to be LERC encoded to be recognized as elevation (there is some basic info on LERC in the guide topic Elevation | ArcGIS Maps SDK for Unreal Engine | Esri Developer, but I can see it would benefit from additional doc on this scenario – I’ll open a new issue for us to follow up). To create these LERC encoded image tile packages for elevation, follow steps 2 & 3 in the section “Create a tile package for a web elevation layer” in topic Share a tile package—ArcGIS Pro | Documentation. I’ve summarized the steps below individually but of course you can combine in a script or model to make the process repeatable or automated if needed. To summarize: Step 1. Use Manage Tile Cache (Data Management)—ArcGIS Pro | Documentation to create the LERC encoded tile cache. The parameter Input Tiling Scheme must be set to either: Elevation tiling scheme OR WGS84 Version 2 elevation tiling scheme. Note “Elevation tiling scheme” means the tiling scheme of the ArcGIS elevation service, which is Web Mercator Auxiliary Sphere (3857) e.g. https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer. If you need an alternative spatial reference (you mentioned local scenes) then you will also need to use the Generate Tile Cache Tiling Scheme (Data Management)—ArcGIS Pro | Documentation tool. The output is a tile cache folder on disk. Step 2. Use Export Tile Cache (Data Management)—ArcGIS Pro | Documentation to generate a tile package from the tile cache created in Step 1. The parameter Export Cache As should be set to Tile package (tpkx). The output is a .tpkx file on disk. Regarding your question Also is this only going to work if I have 3D and Spatial analyst modules licensed and active? – No, both the geoprocessing tools you will use above are available at ArcGIS Pro Basic license level (Named User license type of Creator or higher). Thanks
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01-05-2026
06:26 AM
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When using that sample watch the results panel. When you get multiple hits, the white arrows becomes enabled and let you scroll through the results, highlighting each one in turn. What you're seeing is the expected behavior, where currently the returned result set is ordered by object/feature ID and not by distance from the start point. And so the first result might not be the one nearest the observer. It's on our roadmap to improve this behavior because it's more likely that user expect to see results sorted by distance, or rather the first result should be the nearest. In the meantime, try changing the maximumResultsPerLayer parameter from -1 to 1 and you'll just get the first (topmost/nearest) hit. https://github.com/Esri/arcgis-maps-sdk-unity-samples/blob/3d4288f8cd8d1cfe8f70b59d1916ba24722c1749/sample_project/Assets/SampleViewer/Samples/Identify/Scripts/Identify.cs#L358
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12-11-2025
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Hi, Sample is coming soon - here's the branch (currently in review): GitHub - Esri/arcgis-maps-sdk-unity-samples at mas12517/Identify-Sample Thanks
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12-10-2025
07:16 AM
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Hi, You can edit existing Shapefiles, but the API doesn't support creating new Shapefiles from scratch (we're gradually migrating away from Shapefiles in favour of mobile geodatabases which are smaller, faster, smarter cross-platform SQLite-based databases). Shapefiles derive from Class FeatureTable - you'll find the editing methods there. To create mobile geodatabases from scratch see Create mobile geodatabase | ArcGIS Maps SDK for .NET | Esri Developer. Thanks
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11-21-2025
08:12 AM
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Hi, No, they're two different SDKs designed/intended/licensed to be used in different ways: the Enterprise SDK is server-side whereas the .NET Maps SDK is client-side. However, the .NET Maps SDK has quite extensive geometry and spatial reference functionality - can you share more info about what you're trying to achieve and we can advise on whether it's possible / best practice?
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11-14-2025
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