Rokoko Studio Subscription: Rokoko Studio Plus, Pro or Enterprise
Add-Ons: Face Tracking
iPhone X-Series or 11-series with TrueDepth Camera.
Rokoko Phone Mount (Optional)
Required Software (App): Rokoko Remote for IOS, download here.
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
Connecting Rokoko Remote to Rokoko Studio
For connecting Rokok Remote to Rokoko Studio, please follow this article:
Getting Started Guide: Face Capture
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 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’.
Remember to turn on "Morph Targets", else the character won't be imported with blendshapes.
Once the character is imported, right-click the in the content browser.
Right-click on the skeletal mesh of your character, highlight ‘Create’ and click ‘Anim Blueprint’
Close the Animation Blueprint window
Drag and drop the character’s animation blueprint from the Content Browser into the scene
Now we need to turn on Unreal Engines native live link plugin! Go to Window->Live Link->+Source->Rokoko Studio Source and select "Studio"
Press the Play button and watch as your character animate with the streamed data!
Custom blendshape naming
If you have different naming than the standard ARKIT naming please follow the steps below:
Select "Blueprint Class", in "All Classes" search for "RokokoFaceRemapAsset" and select it.
Double-click the "FaceRemap" asset and you will be greeted with a list of
The setup is based on Apples ARKits naming convention. If your character follow that naming convention you don't have to change the shape names.
If you're using your own or different naming convention. You will have to go through the list and map the shape name to the corresponding morph-target on your rig.
You can open the "Skeleton" for your character to get the list of morph-targets available.
For more information and reference to Apples ARKit Documentation, please follow here.
The double-click your animation blueprint
Click on "Rokoko Face Pose" and in the retarget section select the name of your "FaceRemap" asset.