ZED LiveLink Sample for Unreal Engine 5.3 or later.
Important: Starting from the version 4.1.0 of the ZED SDK, the ZED Live Link plugin has been reworked. This new sample contains :
- a real Unreal plugin that can be added to any UE project.
- a mono and fusion sender that do not need to be compiled using the Unreal Engine source files anymore.
If you find any bugs or have feedback regarding this new sample, please contact us at support@stereolabs.com
This plugin allows you how to use the body tracking data sent through Live Link to animate 3D avatars.
- Create a new Unreal 5 project if you don't have one already.
- Go into the root folder of your Unreal Project (where the "Content" folder is located).
- Copy the ZEDLiveLink folder in the "Plugins" Directory of your project. Create a "Plugins" folder if it does not already exist.
The next time you build and open the Unreal project, the ZEDLiveLink plugin should be visible (and enabled) in the Plugins window (Edit -> Plugins).
You only need to add a BP_ZEDLivelink_Manager to your scene to make it operational with our plugin. It's available under Plugins/ZEDLiveLink/Content/Blueprints/Animation/BP_ZEDLivelink_Manager.uasset
.
A sample scene called "LiveLinkMap" is available under Plugins/ZEDLiveLink/Content/
.
The "LiveLinkMap" level no longer automatically connects to a live link at Start. Now, you need to do it manually by selecting a Source in the Live Link window.
- Open the Live Link window (Window -> Virtual Production -> Live Link).
- Click on Source -> Stereolabs Source.
- Set the IP address of the sender, and the type of connection (Unicast or Multicast)
- Click on Create Source.
Note: The senders do not need to be compiled using the Unreal Engine source files anymore. You can build them like any other application using CMake. Please refer to the documentation about our samples for guidance if needed.
The senders come with specific configuration files, "ZEDLiveLinkConfig.json" and "ZEDFusionLiveLinkConfig.json".
They can be used to configure the Body Tracking and Fusion parameters. You can also edit the code directly like you would with any other body tracking sample, and remove the part about reading the config file.
By default, the senders need these files. You can either put them right next to the built executable apps or pass the path to them as a command line argument of their respective sender.
This sample can be used to send camera tracking data and skeleton data from one camera into Unreal Engine 5 using Live Link.
This sample can be used to send skeleton data from multiple cameras using the Fusion API (introduced in the 4.0 version of the ZED SDK) into Unreal Engine 5 using Live Link.
Note: Make sure to put the path to your ZED360-generated Fusion configuration file in "ZEDFusionLiveLinkConfig.json", under
json_config_filename
.
Our plugin sends skeleton data through the network, and the resulting packets' size can (most probably, will) exceed the standard maximum transmission unit (MTU) size of 1500 bytes that Ethernet allows. To bypass that, you might have to overwrite the "Jumbo Frame size" property of your Ethernet card to a higher value. Instructions depend on your operating system and should be easy to find with the keywords "JUMBO Frames configuration" on your search engine of choice.