Installing the plugin for a single project
Follow these steps to install the Live Client plugin for your Unreal Engine
- Copy the Live Client plugin directory into the Plugins directory of your Unreal Engine project. You may need to create the Plugins directory if it does not exist.
- Open the plugin manager window (Edit -> Plugins).
- Enable the Live Client plugin and restart the editor using the prompt which subsequently appears.
- The Live Client classes should now be available for use in your Blueprints.
Upgrading to a new version of the plugin
Follow these steps to upgrade the plugin installed for your Unreal Engine 4
project to a new version:
- Copy the new Live Client plugin directory into the Plugins directory of your Unreal Engine project.
- Remove the folder of the version of the plugin that you are upgrading from. (keep a backup copy on hand in case problems arise)
- Optional Step: If the new version of the plugin was built using a version of the Unreal engine ahead of the current project, upgrade the project version by selecting the option from the right click menu of the upropject file in the Project root.
- Open your project in the Unreal Editor.
- The editor may flag errors if the interface of the plugin has changed since the previous version. If this happens consult the changelog of the plugin for notes on how to fix any issues.
Installing for all projects on a workstation
The plugin can also be installed at an engine level, making it accessible for
all projects where you have Unreal Engine 4 installed. The steps
are the same as those for installing to a single project with the following exception:
- The Live Client folder is placed inside the plugins folder of your engine installation. Typically under C:\Program Files\Unreal Engine[Installation version]\Plugins on a system running Windows.
Once installed, the plugin will available for all projects created using that version of the engine and can be enabled / disabled using the Plugins window within the Unreal Editor as described above.
This section will outline the basics of working with Live Client for Unreal and how to
set up your Unreal Engine 4 project to take advantage the functionality of the Live Client plugin.
- Install the plugin and restart your UE4 editor.
- In your project create a new animation blueprint and select the LiveAnimInstance as the parent class and the skeletal mesh containing morph targets that you wish to control using the data streamed from the Faceware Live Server.
- Configure your animation blueprint to connect to your Faceware Live Server. Set the Address and Port variables in the Faceware | Configuration category in the Details Pane to match the IP Address and Port that your Faceware Live Server is streaming at.
- The morph target pairing array variable now needs to be configured to match the morph targets of your skeletal mesh with Faceware Live server data points. Each new element added Morph Target Pairing using the “+” icon contains a Morph Target Name which should match one of the morph targets within your mesh, and a Faceware Data Point which provides a drop down list of all the available points of data that will be streamed from the Live Server.
- Place an instance of your skeletal mesh with a reference to the configured animation blueprint into your level.
- Calibrate your Faceware Live Server and ensure that it is successfully streaming data.
- Test your level in the Unreal editor. If the setup is successful then your mesh should receive updates according to the data points that are paired to its morph targets.