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Getting Started: Streaming to Unreal Engine


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. 

Face Capture

For guidance on how to set up live streaming of face tracking data with live link, please see this article

Rokoko Studio settings

Enabling Rokoko Studio Live

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

Turn on streaming to Unreal Engine by enabling the plugin and enabling the default IP and port.

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’.

  • 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:

    • 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

      Unreal Engine

      Importing animation

      Head Top
      Left Shoulder
      Left Arm
      Left Forearm
      Left Hand
      Left Finger Tip
      Right Shoulder
      Right Arm
      Right Forearm
      Right Hand
      Right Finger Tip
      Left Upleg
      Left Leg
      Left Foot
      Left Toe
      Right Upleg
      Right Leg
      Right Foot
      Right Toe
    • All BoneMapData assets needs to have all the bone mappings inputted with a bone that exists on the character!!

  • When the BoneMap is done open the AnimBP again and click on Rokoko Body Pose. Then you can click on the Bone Map Overwrite and chose your Data Asset.

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

  • Close the Animation Blueprint window

  • To enable Rokoko Studio, go to Window → Studio Live and under Source click on Rokoko Studio Source and choose Studio.

  • 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

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