# Streaming Mocap Data into Unreal Engine

[**Unreal Engine**](https://www.unrealengine.com/), developed by Epic Games, is a high-performance 3D engine renowned for photorealistic visuals, robust real-time rendering with flexible and scalable workflows.

With MOVIN TRACIN and MOVIN Studio, you can stream real-time motion capture data directly into Unreal Engine, making it ideal for high-end applications such as cinematics, virtual production and real-time VFX.

{% embed url="<https://www.youtube.com/watch?v=kbc81MOpHZU>" %}

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### Download the Plugin

* On the [MOVIN's Github page](https://github.com/MOVIN3D/MOVIN-UELiveLink-Plugin), download the file or [the prebuilt plugin](https://github.com/MOVIN3D/MOVIN-UELiveLink-Plugin/releases) that matches your Unreal Engine version.&#x20;
  {% endstep %}

{% step %}

### Install the Plugin into Your UE Project

<figure><img src="/files/wtYHdyHx2CS0PvqGoATb" alt=""><figcaption></figcaption></figure>

* Unzip the downloaded file, and copy the folder named 'MOVINLiveLinkPlugin' into your Unreal Engine project’s 'Plugins' directory.
  * If your project does not have a 'Plugins' folder, simply create one before copying the plugin.
    {% endstep %}

{% step %}

### Enable the Plugin in UE

<figure><img src="/files/py5Z55BPnCvtEeQM2mue" alt=""><figcaption></figcaption></figure>

* In Unreal Engine, open the Editor Plugins window, and search for 'MOVINLiveLink'.
* Check the box to enable it, and restart the Unreal Editor to apply changes.

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{% step %}

### Import your character and start Streaming from MOVIN Studio

<figure><img src="/files/9lZmYedk8RQCzJsLZuDL" alt=""><figcaption></figcaption></figure>

Please import the FBX file of the character you want to use in Unreal Engine into MOVIN Studio.

* For detailed instructions on this process, please refer to [Import Custom Character](/movin-studio-usage-guide/import-custom-character.md)

<figure><img src="/files/WN08LTKiCo8L8zSPGh75" alt=""><figcaption></figcaption></figure>

* In MOVIN Studio, start streaming to Unreal Engine.
* Return to Unreal and confirm that a subject has been created in the LiveLink panel.

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{% step %}

### &#x20;Add MOVINLiveLink as a LiveLink Source

<figure><img src="/files/ssMIDMfeHPoNBfYIuQKW" alt=""><figcaption></figcaption></figure>

* Open the LiveLink panel in Unreal Engine.
* Add a new source and select 'MOVINLiveLink'.
  {% endstep %}

{% step %}

### Import Your Character into UE and then create a Anim Blueprint&#x20;

* Load your custom character into your Unreal project, ready to receive LiveLink animation data.

<figure><img src="/files/Fu7rWa5h3rRp5tEONQAX" alt=""><figcaption></figcaption></figure>

* Right-click on the imported character’s **Skeletal Mesh**, then search for **“Anim Blueprint”** and create a new one.
  {% endstep %}

{% step %}

### Creating and Setting up the Live Link Pose Node

* Open the Anim Blueprint you created earlier by double-clicking it.&#x20;

<figure><img src="/files/A9hBnNq3wAtFpyPbl1a5" alt=""><figcaption></figcaption></figure>

* Right Click in the Blueprint graph, search for '**Live Link Pose**', and create a new **Live Link Pose node**.&#x20;
* In the Live Link Pose node, set the **Live Link Subject Name** to the Actor you added earlier. [#add-movinlivelink-as-a-livelink-source](#add-movinlivelink-as-a-livelink-source "mention")&#x20;
* Connect the Animation Pose output of the Live Link Pose node to the Result input of the Output Pose node.&#x20;

<figure><img src="/files/m0N5RKQ7TqoqdHY0IkMK" alt=""><figcaption></figcaption></figure>

* Click the Compile button on the right to reset any expired preview state.
  * You should now see the character being live-streamed with the same motion data as in MOVIN Studio.&#x20;

<figure><img src="/files/JeCEFSydgtR0GTHeN0NL" alt=""><figcaption></figcaption></figure>

* If the Preview Does Not Work: &#x20;
  * Go to the **Preview Settings** tab.
  * Under **Animation > Preview Controller**, set the value to **Live Link Preview Controller**.
  * Set the Live Link Subject Name to the Actor you added earlier. [#add-movinlivelink-as-a-livelink-source](#add-movinlivelink-as-a-livelink-source "mention")
  * Click Save to apply the changes
    {% endstep %}

{% step %}

### Set the character's Anim Class to the Anim BluePrint you created

<figure><img src="/files/boym6H3FAH5VBowvY9zQ" alt=""><figcaption></figcaption></figure>

* In the **View** panel, select the imported character and set **Animation > Anim Class** to the Anim Blueprint you created. [#import-your-character-into-ue-and-then-create-a-anim-blueprint](#import-your-character-into-ue-and-then-create-a-anim-blueprint "mention")
* Click the **Play** button. You should now see the character moving in the **View** panel as well.
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{% hint style="info" %}
If you've been streaming to Unreal Engine and want to switch back to Unity, \
stop streaming in MOVIN Studio first. Then, remove the MOVINLiveLink source from Unreal’s LiveLink panel.

You can now safely reconnect to Unity and begin streaming again.
{% endhint %}

* Since Unreal Engine supports its own retargeting system, you can stream and apply motion data to a retargeted character in real time without retargeting in **MOVIN Studio**.
  * For more details on this workflow, please check out the video linked below:\
    <https://www.youtube.com/watch?v=kbc81MOpHZU&t=404s>

{% embed url="<https://www.youtube.com/watch?v=flfQxOMMANE>" %}

* To stream live motion data to a MetaHuman character in UE, please check the video above for detailed instructions.&#x20;


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