Mixed Reality Utility Kit Samples
Updated: Apr 13, 2026
In addition to the core MR Utility Kit code, you can find sample maps that showcase the features in the
MR Utility Kit.
All of these samples work in the Editor as well. Instead of using scene data from your device, the Editor loads data from a table of pre-captured rooms included in the sample. By default a random room will be selected but you can configure it to load a specific room using the BP_SceneDataProvider actor.
Reconstruction of an interior scene using different pieces of furniture for each anchor label. There is also a menu which demonstrates the use of many of the utility functions described in the
Features page.
Similar to the Core sample, but uses the high fidelity scene (EMRUKSceneModel::V2) to reconstruct a more detailed interior, including slanted walls and ceilings.
PassthroughCameraAccess.umap
Showcases how to get access to the passthrough cameras of the device to render their stream on a quad in the scene.
Shows how the environment raycaster can be used to cast rays against the real world without scanning a scene.
Shows how to create a destructible mesh and use it. It’s important to note that the room needs a global mesh. Some of the pre-captured rooms do not include a mesh.


Shows how to use the AMRUKDistanceMapGenerator to generate a distance map that is then applied on the floor to get a rainbow effect around scene volumes. Areas inside scene volumes will be colored purple.
Shows how a custom guardian could be created. The guardian shows a grid as soon as the user comes close to any furniture or walls and shows a Passthrough hole if the user gets really close.
Detects and tracks a physical keyboard in the user’s environment. The sample overlays virtual content onto the tracked keyboard.
Spawns an AI agent that can navigate around in the room. It makes use of the NavMeshBoundsVolume. It’s important to note that in order to make this sample work the project settings have been adjusted to dynamically rebuild the navigation mesh. To dynamically rebuild the navigation data go to the Project Settings, then to Navigation Mesh and set Runtime Generation to Dynamic.
Demonstrates passthrough relighting, which applies virtual lighting and shadows to the passthrough layer so that virtual content blends with the real-world environment. See the
Passthrough Relighting page for more details.
Detects and tracks QR codes in the user’s environment. The sample anchors virtual content to physical QR codes.
Shows how to use the random position generator to place objects at random locations on different surface types. The surface types can be configured using the selection menu.
Shows how to use the room data and the Unreal Procedural Content Generation (PCG) framework.