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Using the Cognitive3D SDK for Unreal

Welcome! This SDK for Unreal integrates your project with Cognitive3D, which provides analytics and insights about your participant's behavior in VR and AR. In addition, Cognitive3D empowers you to take actions that will improve participants' engagement with your experience.

This SDK is in development and changes should be expected! Please get in touch if you experience any issues.

This plugin requires Unreal verion 4.26.2 or newer. If you are using a newer version, please check Troubleshooting.


Step 1: Sign up

If you have not already done so, please book a demo at cognitive3d.com.

Step 2: Download the SDK

Our plugin is available on our Github Release page.

Step 3: Import the SDK

Note

Your Unreal project must be a C++ project to use plugins. To convert a Blueprint Project to a C++ project, see Troubleshooting

Extract the plugin into your project directory. Rename the plugin folder to "Plugins".

root

Close the Unreal Editor (if it is open) and open it through the Epic Games Launcher. When you launch the project from the Epic Games Launcher, you will be prompted to download the GLTF Exporter plugin from the marketplace. On UE5.1 or later, this will instead use the GLTF Exporter plugin shipped with the engine. You should be prompted to recompile your project and the CognitiveVR Plugin. If the plugin is loaded correctly, it should be visible in the Plugins window.

Plugins Window

Step 4: Open the Project Setup Window

From the Cognitive3D menu, open the Project Setup Window

menu

Follow the instructions in the Project Setup Window to configure your project. You will need to have your Developer Key from the Dashboard.

project setup window

Step 5: Open the Scene Setup Window

Afterward, you will be prompted to open the Scene Setup Window to export your Level Geometry and upload this to our dashboard.

project setup window

When this process is complete, you should notice a new BP_CognitiveVRActor in your level. This Actor is configured to automatically start collecting basic data.

Step 6: Platform Setup

There are additional platform configurations that can be enabled in the CognitiveVR.Build.cs file. You can find this file in the Plugin folder (YourProjectFolder/Plugins/CognitiveVR/Source/CognitiveVR/CognitiveVR.Build.cs). Simply uncomment the following lines and rebuild the CognitiveVR plugin.

To enable the use of OculusVR plugin for UE4 and OculusXR plugin for UE5 to collect boundary data for Meta devices (Quest 2, Quest 3, Quest Pro), uncomment these lines of code:

    //PublicDefinitions.Add("INCLUDE_OCULUS_PLUGIN");
    //PublicDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemOculus", "OculusHMD" });

To enable OpenXR eye tracking support using the IEyeTracker interface (for example, using Varjo OpenXR), uncomment this line of code:

    //PublicDefinitions.Add("OPENXR_EYETRACKING");

To enable Vive WaveVR eye tracking support, uncomment these lines of code:

    //PublicDefinitions.Add("WAVEVR_EYETRACKING");
    //PublicDependencyModuleNames.Add("WaveVR");

Done

Press Play in the Editor and you will see a new session on the Dashboard. See Feature Overview for the next steps.

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