Project Tango Plugin for Unreal Engine 4

PROJECT TANGO PLUGIN for Unreal engine 4

The Project Tango plugin allows all Unreal Engine 4 developers to harness the advanced spatial awareness capabilities of Google's Project Tango, through the use of both Blueprint and C++. 

Developers can access the range of Motion Tracking, Depth Sensing and Area Learning the Project Tango platform provides, allowing for the creation of a range of spatially aware, motion-enabled and augmented reality applications. 

The plugin is free and open source (Apache 2.0). Developers can now access the public beta of our plugin through our website, or see our GitHub repository for the Plugin or Example Content. 

Please see our Getting Started and Troubleshooting guides  below on how to get up and running with the plugin. 

Getting Started 

  1. Read through our documentation, and learn about what the plugin allows you to do. 

  2. Ensure you have Unreal Engine 4.12.0 or higher installed on your machine, as well as a UE4 compatible version of Xcode or Visual Studio, and you have followed the steps listed here to allow for UE4 app deployment to Android devices.  

  3. Download the plugin from the Unreal Marketplace, and optionally view our linked Example Content project (available in the Downloads section). 

  4. Load the Unreal Engine project by double clicking on the UProject. (If you're using the plugin within a project which is not Planetarium or ExampleContent, first create a 'Plugins' folder within that project and then copy the Project Tango Plugin into that folder).

  5. A dialogue box will appear stating that the .dll files are missing for the project and the plugin- press 'Yes' to automatically rebuild them. You can also rebuild your code project if you have CPP files.  

  6. The project will then open, and within the "Edit > Plugins" menu option you should see the Project Tango Plugin present and enabled.

  7. Connect your Tango device, and either use the Launch button or Package and then install your application. 

  8. Your Tango application should now be loaded on your device and ready to run! 


  • Q. Is this plugin free?

  • A. Yes! This plugin is free and open source (Apache 2.0). You are free to download it and start using it in your projects, commercial or otherwise.

  • Q. How can I deploy applications to the Tango device? 

  • A. First, you'll need to ensure you have installed the Android SDK according to the installation instructions here, and that the project you are working with has the Tango plugin placed in the installation folder. You'll then be able to either use the Launch button or the Packaging command followed by a manual installation to install applications to the Tango device. 

  • Q. Why does my application ask for ADF permissions, even though I do not use ADF functionality in my application? 

  • A. Your ADF permissions are determined by a checkbox in the Project settings under the 'Project Tango Plugins' section near the bottom. ADF permissions are made available on a per-project level, and are enabled by default in the Example content to allow for easy testing of all features out of the box. 

  • Q. Can the Project Tango Plugin work with engine versions before 4.10? 

  • A. No. Due to changes in Unreal's Android packaging systems it is not possible to use the plugin with any engine version earlier than 4.10.0. Please also note that the current version of the plugin has not been tested on versions earlier than 4.10.4.

  • Q. I'm launching the Hub level in the example content, but if I try to load any levels they appear black- what's happening? 
    A. Launching and Packaging are slightly different in Unreal Engine- Launching will only prepare the currently open level to run on the device, Packaging will prepare every level. As the hub level loads a new level with every button press, if those levels have not been prepared, the screen will appear black. To fix this error, Package, rather than Launch, your project. 


Please also see the Project Tango Known Issues here: 

  • Issue: Example Content Hub level does not work after Map Check generates 'external reference' errors, or Hub level buttons appear to be working however the app does not move to another demonstration level

  • Fix: Rename the TangoExampleContent folder (to any value of your choice), open the .uproject file within, close the .uproject file, and then change the name back to TangoExampleContent. You will see that any Map Check errors or 'external reference' errors have now disappeared. See this UE4 AnswerHub post for more details.

  • Issue: Tango features requiring Connect do not appear to work 

  • Fix: Check that your Tango service is working and does not require a restart. 

  • Issue: App launches but does not progress further than the splash screen 

  • Fix: The Tango service on your device may have crashed- try restarting the device and launching the app again. 

  • Issue: Motion tracking glides, jumps or becomes inaccurate when pointed at some areas 

  • Fix: Your Tango unit requires visual features in order to properly perform motion tracking. Avoid getting too close to blank walls and featureless surfaces. 

  • Issue: Tango becomes very hot 

  • Fix: Make sure your project's Target Hardware settings (found in "Edit > Project Settings > Target Hardware) are set to 'Mobile/Scalable' rather than 'Desktop/Console'. 

  • Fix: Ensure the assets in your level aren't going to consume too many GPU resources- the Project Tango platform also requires some share of the available GPU resources, so it's important not to overload the GPU.

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