Using Antilatency SDK in Unreal Engine

Using Antilatency SDK in Unreal Engine

Step-by-step instructions for installing and using the Antilatency SDK in Unreal Engine projects.

Antilatency SDK installation

In order to use the Antilatency tracking system in your Unreal Engine project you need to plug the Antilatency SDK as a project plugin. You can do this by following these steps:
  1. Make sure that your installed Unreal version is compatible with the Antilatency SDK. You can check version compatibility in the SDK configurator:
    Download the relevant engine release on the Unreal website if needed.
  2. Go to the directory with the Unreal Engine project and verify that there is a Plugins folder. If there isn’t one, create it.
  3. Generate the subset on the SDK configurator page: select Unreal Engine as the Target parameter, select the engine version and required Antilatency libraries. Then, configure the SDK build in a regular way. At the end of this step you should end up on the GitHub repository page with a built subset:
  4. Clone the repository to the Plugins folder (see step #2) using the provided git command (or any other convenient method):
  5. Open or restart the Unreal project.
  6. Go to the EditPluginsProjectsAntilatency tab. Check the Enabled checkbox and then restart the project:
  7. Done! Now you can use the Antilatency SDK in your Unreal Engine project. Read on for how to do this.

Using Antilatency SDK

  1. After installing SDK as a project plugin, you need to display its content. In order to do this, check the Show Plugin Content checkbox in View Options tab :
  2. Go to the AntilatencySDK ContentBlueprintsSamplesPawns folder and select the existing Pawn or create a custom Pawn for a specific task.
  3. Now you need to create the new GameMode (or edit an existing one). In order to create it, go to the BlueprintsGameMode: NewCreate...GameModeBase tab. Choose the name and directory for the new GameMode:
  4. Right click on GameMode, press the Edit... button, go to the Classes tab and select the desired Pawn (see step #2) in the Default Pawn Class drop-down list. After that, click Save and Compile to save the changes:
  5. Go to the AntilatencySDK ContentBlueprintsSamplesActors. Now you need to drag BP_AltEnvironment (or BP_AltEnvironmentWithMarkers if you want to show the position of the markers) and BP_DeviceManager to the scene:
    The position of BP_AltEnvironment (as well as BP_AltEnvironmentWithMarkers) in the scene will be the origin of the tracking area.
  6. Create Blueprint ClassActor anywhere you prefer. Right click on it and select the Edit... option. An editing window will open.
  7. Add the required scene component from AntilatencySDK ContentBlueprintsSamplesSceneComponents to the DefaultSceneRoot:
  8. Drag the object you need to track (e.g. camera) onto this component.
  9. Almost done! Now save and compile Actor, and tracking is ready to go!

Working with virtual production

For more information on how to install and use the Antilatency tracking system in virtual production projects, watch our video: