Unreal Engine 4.25.4 or above
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.
Rokoko Studio settings
Enabling Rokoko Studio Live
Go to settings and click on Studio Live in the dropdown menu
Unreal Engine settings
If you haven't installed the plugin or set up a scene before, please follow this article!
Installing the Rokoko Live plugin in Unreal Engine
Setting Up Scene
Use the search bar again and type “Rokoko Receiver”
Click and drag the "Rokoko Receiver" inside of the viewport.
Configure the Rokoko Receiver Port to match the streaming port in Rokoko Studio (14043)
Setting Up The 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’.
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:
Inside the anim blueprint create a "Rokoko body pose", "Component to local" and a "Rokoko Face Pose" (if you also need face capture on your character see more here) node. Connect them in that order and then to the Output Pose.
Now click on the plus next to variables and change the variable type to Name and the variable name to Rokoko Actor Name. Then drag it out into the animGraph and chose Get Rokoko Actor Name. Connect it to Rokoko Body Pose and the Rokoko Face Pose. Then click on the Rokoko Actor Name and type in the Actor Profile Name from Studio. Hit apply and compile the blueprint.
Right-click on the content browser and navigate to miscellaneous and create a Data Asse and select "SmartsuitBodyMapData" in the "Pick Data Asset Class" dialog. Name it something like character_BoneMap. Now open it and write the names of the corresponding joints in the hierarchy. (If you use the same joint naming on more characters you can reuse this data asset)
If you are using a Mixamo rigged character, match the following character bones to the bone map:
Rokoko Bone Map Custom Character/Mixamo Character 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
All BoneMapData assets needs to have all the bone mappings inputted with a bone that exists on the character!!
Once you’re done assigning bones, click the ‘Compile’ button at the top left
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 should 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