How can I perform a hit test in ARKit with world coordinates instead of screen coordinates, similar to ARCore

I am running UE4.18.2. In the ARSample project there are wrapper functions for doing a hit test for ARKit and ARCore using screen coordinates from a tap input. Inside these wrappers ARCore does the hit test with world vector inputs while ARKit is stuck with screen position inputs. Is there a way with blueprints to access a similar ARKit hit test using world coordinates?

What I have implemented in ARCore is an object with physics enabled that has a sub-component plane with a static shadow drawn on it that I’m dropping straight down onto the AR detected plane. This also gives me a collision surface for my physics objects to sit on (this isn’t great, but I couldn’t find another way to get the AR detected planes to act as collision surfaces). Currently I am unable to replicate this with ARKit because its hit detection is restricted to screen space mapping.

Hi benbergman, you can use the Project World to Screen node to supply a screen coordinate to test. I haven’t tried it myself but it should do what you’re looking for.