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Accessing the data in Unreal

David Hibbitts edited this page Jul 4, 2018 · 7 revisions

Connecting to Unreal

For information on how to connect your MotionBuilder instance to Unreal please refer to the Documentation here: https://docs.unrealengine.com/en-us/Engine/Animation/Live-Link-Plugin/ConnectingLiveLinktoMobu

Accessing the data in Unreal

For accessing the LiveLink data inside of Unreal you have different options:

Using an Animation Blueprint

If the object you are streaming has a skeleton in Unreal then you can use an Animation Blueprint and the new LiveLink Pose node to easily access this data. A video showing how to do this using Unreal's basic Skeletal Cube can be found here: https://epicgames.box.com/s/ogm3xt7tiaqjxhp2uideux83q0pszpwn

Using a Component

If your object does not have a Skeleton such as a Camera you can use a Component on your Actor to get the Subject Data through Blueprints. The full version only exists in 4.20 however I have created a very basic example which lets you access the Transforms and Parameters of a subject in a plugin which you can download for 4.18 and 4.19 below.

For the full 4.20 version please refer to the documentation here: https://docs.unrealengine.com/en-us/Engine/Animation/Live-Link-Plugin/LiveLinkBlueprintComponent

For a video showing how to use the basic 4.18 and 4.19 plugin you can get that here: https://epicgames.box.com/s/n2euivv1ewsrz55rirv2edu8uwdrszyk

If you are comfortable in C++ this is easy to extend this should you require more information about the Subject such as Bone Parents or Timecode.

The 4.18 LiveLink component plugin can be downloaded here: https://epicgames.box.com/s/53utbngikmlp7o2dqjmeqj7c9mhfqtq7

The 4.19 LiveLink component plugin can be downloaded here: https://epicgames.box.com/s/19ud063avdr1uyj44k0m7lcl2a2mkgkl