How are you doing your Android AR?

I am developing an AR game for android on UE 5.3. As a testing device I use the Google Pixel 8A. The game requires the player to move around. However the AR Framework only moves the Rotation of the pawn and not the location.

I already hads lots of trouble getting the game to work so far. Because the Location Services does not work out of the box, I now compile from source. Now compile times are even worse than with prebuild binaries (win 11 using msbuild). I also can not upgrade to 5.5 because the AR framework has a glitch in the camera material, and after 2 weeks trying to fix it, I reversed the upgrade commit.

So I am starting to wondering if doing an AR game in unreal was the right choiche to begin with. What were your gotchas so far? Anyone knows how to get geotracking to work?

So far I get the location via the gps sensor and convert it to world location with GeographicLib.LocalCartesian.hpp (third party under MIT, see https://geographiclib.sourceforge.io)

It works (mathematically) but ingame it does not feel “organically”. Because the gps sensor has lots of noise, objects move around the world. I do filter out this noise. However the objects seems to be gone, as soon as I move away from them just 2m in the room.

They do not get disposed, they are definetly still there.

Am I reinventing the wheel? :wheel: I also tried using Geo Tracking as Session Type in AR config. This results in the session failing to start. Would it be worth further investigating it? Would using this type already solve my issues?