Location Toolkit is an asset pack on the Unreal Engine 4 marketplace. The pack contains blueprints, tools, static meshes, materials, and textures to support the development of geographic location related features and projects. The kit is particularly effective for mobile platform support where the device location is available. The content can also be used for other platforms such as PC or consoles.
Data location whiteboard actor blueprint…
Customizable planar map location with location marker/pin actor blueprint.
Customizable spherical map location with location marker/pin actor blueprint.
Modular and customizable location marker/pin 2D/3D actor blueprints.
Configurable mobile location engine actor component blueprint.
If you have any feature requests, or any questions, do not hesitate to send us a message at [EMAIL=“cerise.software@gmail.com”]cerise.software@gmail.com and let us know! Thank you!
Hello,
Here is an update on the recent WIP and activities for this location toolkit:
The toolkit has been staged for a few weeks. I have been contacted by Epic Games for a small recheck. A few minor cleanups, improvements, and optimizations. A big thank you to @MikeViolette and more recently to [MENTION=49]Adam Davis[/MENTION].
Location Toolkit: September 12, 2017 Update I am pleased to announce that the Location Toolkit has been released by Epic Games and is available on the marketplace for Unreal Engine 4!
Enjoy!
@daeilkim asked a question about whether it is possible to use your custom GPS (lon/lat) coordinates to the map and have the pin update automatically.
Yes, it is possible: You can feed your own GPS (lon/lat) coordinates to the map and have the pin update it automatically. The map can observe (be attached to) any blueprint which implements the “observable location interface”. You can create an engine and get your own data, and attach the map to your engine, and voila! Take a look at the “random location engine” and the “orbital location engine”. They are the best examples of how to achieve this. The attach part is in the level blueprint but you could have it anywhere else. I can certainly add more template/example engines for you to implement you own functionality in the next update for the toolkit. Hope this helps!
Does this require 325mb of storage space on android/ios as per your demo level? Do you have a list of the blueprint nodes you have incorporated and any tutorials as to implementing them or even a demo level? Thanks
The toolkit in itself if lightweight and does not require 325MB of storage space. My demo could surely be optimized. It is simple and small. The Unreal Engine does require several mobile default plugins: Android Runtime Permission, Mobile Location Services, Mobile Location Services, and Mobile Location Services Blueprint Library. More details in the readme file.
There are currently two short tutorials inside the kit: one is a general walkthrough, the other focuses on the location blueprint. The featurette video gives an overview (https://youtu.be/xs5twcI7Xwo). There are several example of how to implement your own location engine and the API has the interfaces defined. Check out the “random location engine” and the “orbital location engine”. They are good starting points.
Location Toolkit: October 24, 2017 Update
Hello,
I am happy to report the Location Toolkit for Unreal Engine 4.18 will be available on the market place shortly. This update include all features developed in September and October:
Added multi-layered blueprint sphere/planet for automatically stacking materials. Useful for planets!
Added a UMG Widget location presenter used for a mini phone/tablet app demo. Requested by users!
Added initial support of location data representation on spheres. Exciting new feature!
Added a few more location pin textures. More variety…
Generalized the texture presenter transforms of plan textures. More customizable!
Improved the handling of the presenter and nameplate titles. Consolidated API!
Hi, would there be any possibility of including a compass feature in this? Also, is there any method to convert the real location data to the proper street names? Thanks
Hello Darinsmyth and thank you for reaching out on the forum and through the private messages,
About a compass feature: I am absolutely interested in putting in a compass feature in the toolkit. It is on my road-map for the pack. I had already built in a few textures for compasses as a preliminary/exploratory work. I brainstorm and test ideas about compass features. Could you further describe what you you have in mind? I will surely be able to add it in the next update. I created a few more compass textures. I expanded cardinal point support, names and letter codes to 16 directions. I am testing a compass widget, north pole component, compass static mesh(es) with needle(s) and blueprint logic. Let me know if you have something else in mind or any focus area?
About real location data to the proper street names: I have played with the Google API for geocoding and it seemed promising. It is a bigger feature but I can certainly consider it for a future version of the pack: https://developers.google.com/maps/d…eocoding/intro
Hello F3NR1S, thank you for getting back to me. Basically was hoping the compass feature could be used in tandem with the location feature to indicate if the player was facing a particular direction i.e. North, South, East, West etc once they reached a particular location.
The Geocode translation feature would be fantastic, I really need ‘real’ street names rather than long/lat. Have you any suggestions how I could implement this?
Location Toolkit: December 3, 2017 Update
Hello,
Here is an update for the recent WIP and activities for the Location Toolkit pack:
Added a vintage compass static mesh and a needle.
Scripted a compass blueprint asset to point to the North blueprint.
Added more compass textures. More variety. x3
Extended compass cardinal enumeration to 16 directions. Name and letter code. E.g.: North North West (NNW)
These features are getting finalized and would be part of the next marketplace update along with others. Stay tuned and feel free to suggest ideas, additions, and improvements to the toolkit. Here is a spoiler:
Darinsmyth,
I must have missed the notification from your latest message. Sorry for the delay. I am expanding the pack support for compass assets and scripts. Also for cardinal point functionality. And thank you for the feedback on navigation, I add it to the list.
Are you targeting real world or virtual world North, South, East, West? Is your platform PC or mobile? Do you want to leverage the magnetometer of smart phones? Do you have a project page? I’m curious. Haha You can send me a private message if you don’t want to make it public.
About the geocoding: at this point I haven’t quite figured out all the difficulties with it but in principle the feature infrastructure would need to contain a web/HTTP client to contact the Internet servers, a JSON parser, and the blueprint API. I would want to reduce the complexity so it can be as easy as just entering your own Google API key in the plugin (geocoding is not free at scale). It would mean the game or application must be online. That’s how I would start this project. It’s a larger feature I will continue to evaluate.
What do you think of the compass asset of the previous post?
Location Toolkit: December 28, 2017 Update
Hello,
The end of the year approaches, I want to take a few minutes and thank all of you who made the Location Toolkit an appreciated, useful, and versatile pack. With you encouragements, messages, and questions you have helped me improve and enhance the pack. 2018 is ready for success: many features in research, development, or testing phase; more dedicated time available.
As we continue this adventure next year I look forward to hearing more from you: feature requests, support questions, and of course insights in how you use the toolkit in your own projects may they be games or applications. Good luck out there and have fun. Thank you!
Fen
Location Toolkit: February 17, 2018 Update + Release
Hello,
I am pleased to announce another update of the Location Toolkit to the marketplace for Unreal Engine 4.18.3. And here are some of the major highlights for the new release notes update:
Added a vintage compass static mesh and a needle.
Scripted a compass blueprint asset to point to the North blueprint.
Added more compass textures. More variety. x3
Extended compass cardinal enumeration to 16 directions. Name and letter code. E.g.: North North West (NNW)
Reverse lookup: world map to location and altitude data with demonstration.
Minor static meshes and light maps improvements.
Documentation improvements and fixes.
[SIZE=12px]Support for Unreal Engine 4.18.3 release.[/SIZE]
[SIZE=12px]Note: A partner found a possible race condition during the construction of the Geo Location Engine blueprint which may manifest itself when updating the kit or the project. As a result, a previously working project with a location engine may stop providing location updates and default back its parameters. A fix will be provided in the next release. If you encounter this issue, you may use one of the following workarounds: merely rewire the Geo Location Engine blueprint to force the ordering or add a small time delay between the creation of the component and the component addition in the parent blueprint (BeginPlay event for instance).
Please do let me know if you have any question or feature request. There are user requests already in progress for the next update in addition to content addition and improvement.[/SIZE]