How to send device posture information from an iOS application to the UE Editor via LiveLink

(This is a translation of a [Japanese [Content removed] by Yamamoto.)

I would like to know how I can send device posture information from an iOS application to the UE Editor via LiveLink.

To be specific, if there are any reference materials or information on the following, I’d appreciate it if you could let me know:

(1) Implementation method of the above when developing the iOS application within the UE environment

(2) Implementation method of the above when developing the iOS application outside of the UE environment

Thank you.

Hi this was answered in the linked question already. Please see the response in the linked post.

[mention removed]​

There seems to be no link I can find. Please let me know about the link.

Hello Brooke,

Thank you for your quick response, but there seems to be no link I can find. I’d appreciate it if you could check this.

Hi Masahiro, there was a misunderstanding, that I thought this question was a dupe with the original link in the initial question. Apologies for the mix up, and we’ll get this sorted.

Thank you for your explanation. We’ll be waiting for the answer.

Thank you.

If the iOS application is a UE game, then you should be able to use a LiveLinkProvider (see https://dev.epicgames.com/documentation/en\-us/unreal\-engine/live\-link\-plugin\-development\-in\-unreal\-engine) which uses UDP Messaging to transport Live Link data.

But if the iOS application is not a UE game, then you will have to pick and implement the sender of a supported protocol. For example in 5.6, Unreal supports the OpenTrackIO (opentrackio.org) SMPTE-RIS standard for camera tracking, which seems a good fit for sending the device’s pose.

Prior to 5.6, then you’ll have to pick another protocol, for example LiveLinkFreeD (it supports the 0xD1 packet, see https://www.manualsdir.com/manuals/641433/vinten\-radamec\-free\-d.html?page\=30 or https://pro.sony/s3/2020/08/04144807/BRC\-X1000\_X400\_series\_integration\_manual\_CameraTrackingFunction\_v1\.0\.pdf).

[mention removed]​

(This is a translation of a Japanese post by Yamamoto.)

Thank you very much for your reply.

Let me confirm whether I understand your reply about the constraints on UE-side reception. Is it correct to understand that UE is independent of the protocol and can receive information if it is in a specific format (e.g., 0xD1 packet of LiveLinkFreeD)?

Thank you.

[mention removed]​

Would it be possible for you to answer the question about your reply ("If the iOS application is a UE game…)?

(Restated below)

Let me confirm whether I understand your reply about the constraints on UE-side reception. Is it correct to understand that UE is independent of the protocol and can receive information if it is in a specific format (e.g., 0xD1 packet of LiveLinkFreeD)?

Thanks.

Unreal ships plugins that can parse different protocols. It has LiveLinkFreeD plugin which can parse Free-D, and since 5.6 it also has LiveLinkOpenTrackIO which can parse OpenTrackIO protocol. There are others like LiveLinkVRPN. They are normally prefixed with “LiveLink” so should be easy to discover them in the Editor’s Plugins window. These plugins can receive (but not transmit) these protocols so if your application can generate them, then Unreal will be able to use that stream.

If your iOS application is an Unreal game itself, then there is one protocol that Unreal can both send and receive, which is LiveLink over UDP Messaging, which you could also use.

(This is a translation of a Japanese post by Yamamoto.)

Thank you very much for your reply.

Based on your information, we’ll consider how we should handle the issue. So please close this thread.

Thank you.