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Video Tutorial: Live Streaming to Unreal Engine 4.23 and above

Rokoko Studio Settings

Unreal Engine Settings


Rokoko Studio Subscription: Rokoko Studio Plus, Pro or Enterprise

In order to stream to Unreal Engine, you need to have installed the Unreal Engine plugin. Instructions for doing this can be found here

Video Tutorial: Live Streaming to Unreal Engine 4.23 and above

This video guides you on how to setup real-time streaming of full performance capture, Face and Body, from Rokoko Studio on to your custom characters in the Unreal Engine 2.23 and above.

More details on configuring Rokoko Studio and Unreal 4.23 and above can be found here in our blog.

Rokoko Studio settings

Enabling Rokoko Studio Live

Go to settings and click on Studio Live in the dropdown menu

Configure the data Stream

Before you can begin streaming data you need to configure the receiver information. Start by clicking the cogwheel  in the top right corner, which will flip the box around.


Add receiver

Add one receiver by clicking the plus button, which applies one receiver to the list. At this stage you can modify the IP address and Port number. 


Click the arrow down  button to configure VP (Virtual Production) Port.

Enable and disable receiver

Each individual receiver can be enabled and disabled by toggling the switch  


Enable data stream

Enable the data stream by clicking on box. The green outline indicates that the data stream is enabled, click again to disable. (In order to enable a data stream, at least one receiver must be enabled.


Unreal Engine settings

Setting Up Character

You will need to import your character:

  • Right-Click within the Content Browser and select “Import to /Game…”

  • Find the FBX of your character and select the Open button

  • If your character isn’t using an existing skeleton, leave Skeleton set to ‘None’

  • Click “Import”

  • Once your character is imported, right-click on the skeletal mesh of your character, highlight ‘Create’ and click ‘Anim Blueprint’

  • Double-click on the newly created animation blueprint

  • Create the following set of nodes:

    • Right-click and type “Get Smartsuit Controller” and select that node

    • Left-click and drag from ‘Return Value’, type “Smartsuit Body Pose” and select that node

    • Left-click and drag from ‘Animation Pose (Component Space)’, type “Component to Local” and select that node

    • Left-click and drag from ‘Animation Pose’ and plug it into ‘Result’ on the ‘Final Animation Pose’ node

  • Left-click the ‘Smartsuit Body Pose’ node and expand ‘Bone Map’

    • If you are using a Mixamo rigged character, match the following character bones to the bone map:

      • Hip = Hips

      • Stomach = Spine

      • Chest = Spine2

      • Neck = Neck

      • Head = Head

      • Head Top = HeadTop_End

      • Left Shoulder = LeftShoulder

      • Left Arm = LeftArm

      • Left Forearm = LeftForearm

      • Left Hand = LeftHand

      • Left Finger Tip = LeftHandMiddle4

      • Right Shoulder = RightShoulder

      • Right Arm = RightArm

      • Right Forearm = RightForearm

      • Right Hand = RightHand

      • Right Finger Tip = RightHandMiddle4

      • Left Upleg = LeftUpLeg

      • Left Leg = LeftLeg

      • Left Foot = LeftFoot

      • Left Toe = LeftToe_End

      • Right Upleg = RightUpLeg

      • Right Leg = RightLeg

      • Right Foot = RightFoot

      • Right Toe = RightTo_End

  • ‘Relative to Start’ checkbox:

    • When this is True (checked), the animation will keep the starting position on the XY-plane of the character when the game starts

    • When this is False (unchecked), the animation will jump to the absolute position of your character inside of Rokoko Studio when the game starts

  • ‘Scale Bones’ checkbox:

    • When this is True (checked), this will scale the bones to match the model’s body dimensions. This can make the animation look more natural on the character, but may cause unusual effects on the mesh

      • This is usually left set to False, unless you have a character specifically created to take advantage of this feature

  • Once you’re done assigning bones, click the ‘Compile’ button at the top left

    • A warning may appear, however, this will not affect performance so you can ignore it

  • Close the Animation Blueprint window

  • Drag and drop the character’s animation blueprint from the Content Browser into the scene

    • It is important to note that the XYZ axis rotations for your character MUST be set to 0. Otherwise, this could cause some issues with the bones being rotated improperly when the game starts.

  • Press the Play button and watch as your character moves along with the Smartsuit Pro’s movement

Following the steps above will allow you to use Smartsuit Pro, tracker and prop data in your project.