The short term proof of concept goal i have is to produce an .exe build in which character caleb can be remote controlled using unreal live link plugin.
In the editor and viewport player the unreal live link plugin works; caleb follows the input in unreal editor and also when i play the game in the editor viewport.
However; when i launch the game in a seperate process or (and this is the goal i have) as a development .exe build; unreal live link plugin does not connect.
I added this blueprint everwhere i could find a spot for it:
I also turned on udp messaging:
and i start the .exe build with the -Messaging commandline switch.
Caleb does however not respond to unreal live link.
What do i have to do to get the packaged .exe build working with unreal live link.
(i used the unreal thirdperson game template with starter content as a starting point; and imported caleb using the unreal live link plugin/cc auto import)
I am working for a company in the Netherlands and we have acquired all relevant iclone licenses for corporate uses.
any help is much appreciated.
-- edit 03 mar 2021 - 11:57 utc
I did some more research and digging and came up with these insights:
First of all, looking at the C code from the unreal live link plugin it appears to me that this code is only meant to run in unreal editor and cannot be compiled as is to be used in a packaged binary, does this influence the possibility to realtime animate a character in a packaged unreal editor binary?
Second of all i remade a blueprint which epic previously shared in their docs:
can this help? Do i have to make an additional connection or connect it somewhere in the "normal" thus far ontouched livelink blue print:
-- EDIT 04-mar-2021 - 11:27 UTC
we are now able to use a different live link project (suit motion tracking) in unreal packaged binaries. but i still don't have a working iclone (eg unreal live link) binary. any advice or solutions is still appreciated.
Satish from The Netherlands
8 Months Ago by