xra1

XRAI → Unreal Engine

Target: Unreal Engine 5.4+. Reference plugin ships Month 2 (deprioritized vs Unity + Three.js which ship earlier).

Ingestion contract

// C++
TSharedPtr<FXraiGraph> Graph = UXraiLoader::Parse(JsonText);
AActor* SceneRoot = UXraiSceneBuilder::Build(Graph, World);
// Blueprint
Parse XRAI (String) -> XRAI Graph
Build XRAI Scene (XRAI Graph, World) -> Actor

Mapping

XRAI Unreal
entity.type = object.primitive, model_id = 0..5 StaticMeshActor with engine-content cube/sphere mesh
entity.type = object.glb + url glTFRuntime plugin (open-source)
entity.type = object.light APointLight / ASpotLight
entity.transform.position SetActorLocation(FVector) — XRAI meters × 100 = Unreal cm
entity.transform.rotation (quat) SetActorRotation(FQuat(x,y,z,w))
entity.transform.scale SetActorScale3D(FVector)
entity.material.color Dynamic material instance with base color
relation.type = parent-of AttachToActor(...)

Unit + handedness conversion

Plugin structure

XraiPlugin/
├── Source/
│   ├── Xrai/
│   │   ├── Private/
│   │   │   ├── XraiLoader.cpp
│   │   │   └── XraiSceneBuilder.cpp
│   │   ├── Public/
│   │   │   ├── XraiLoader.h
│   │   │   └── XraiSceneBuilder.h
│   │   └── Xrai.Build.cs
│   └── XraiEditor/
│       └── (asset import, preview widget)
├── Content/
│   └── Examples/
└── Xrai.uplugin

Distribution

Status