Applying rotation values from live link eyes to separate eye meshes in actor blueprint.

I created an actor blueprint and added a skeletal mesh with all the correct morph targets from another program (DAZ). I then used the function “Get Remapped Curve Name” to make live link work and everything worked flawlessly. The problem is I chose to replace the eyes with Metahuman eyes and I can’t get them to rotate when using live link. They move with the head as I socketed them onto the eye bones but that’s it.


This is the BP where I’m struggling to find a way to do this. I tried to use the new eyes as static meshes and skeletal meshes but couldn’t figure it out.


This was a blueprint layout I copied from a DAZ plugin so I’m assuming the eye rotation values would work because the head rotation did, but I’m unsure since I couldn’t figure out how to make it affect my new eye meshes.


Small section to show what the copied BP does to get eye rotation values.

I’m sorry because I feel like there is such an easy solution. I’m relatively new to this stuff and I don’t like bothering anyone with dumb questions. I tried to solve this on my own for the past two days but I’m just stumped. I tried figuring out setting variables public and casting but there’s always something wrong with it. Preferably I would be able to use Live link morph values to drive the rotation of my eyes but if that’s not possible, I would like to try and fall back to using the values from the node setup I copied.

ad01347d63e7a38f8d24b804152b6686 as far as i got with my efforts

hi there,

are you using a daz figure with original facial rig? or custom ? Have you checked if the pivot point of mh’s eye matches the eye bone pivot? For a better example of eyes controlled by bones, take a look at the sample project FaceAR Sample, that one shipped with the boy.

If you are using static meshes detached from the body, inside the character bp, the only way to make it work is attaching these meshes to the correspondent bones from the facial rig. So make sure these objects have the pivot point centered in the geometry, and use the node “attach component to component” and select the proper bone name. You may need to add the node “set relative transform” to tweak location, rotation and scale. Only after this setup you can use curves and “transform modify bone” inside the anim BP.

hope that helps.

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Sorry for not replying to you right away. I was trying to implement everything you said because I was sure that you had the solution somewhere. Attaching component to component, using set relative transform, and comparing it with the sample that came with the character was great advice. After 2 hours or so I was able to rattle my brain enough and figure it out. The rotation is reversed but that’s an easy fix. Just happy to see it moving.

Thanks for the great help on my very first post, I really appreciate it!

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Glad to help.
Keep up the good work.

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