Live Link + Retarget Pose breaks Blueprint controls & causes bone distortion (custom character, Rokoko)

Hi everyone,

I’ve been stuck on this for a while and would really appreciate help from anyone experienced with Live Link / Retargeting / AnimBP setups.

I’m working on a custom character (Blender → UE5) using Rokoko Live Link, and I’m trying to combine:

  • Live motion capture (Rokoko Studio → Live Link)

  • IK Retargeting / Retarget Pose From Mesh

  • Custom Blueprint-driven controls (bone transforms, morph targets, etc.)


:brain: Current Goal

I need:

  1. Live mocap driving the character

  2. Custom Blueprint controls (bone transforms / morph targets) to still work ON TOP

  3. No bone distortion


:warning: Main Issues

:cross_mark: Issue 1: Retarget Pose overrides Blueprint controls

When I use this AnimGraph:

  • Live Link Pose → Retarget Pose From Mesh → Output Pose

:backhand_index_pointing_right: My Blueprint-driven controls STOP working

  • Modify Bone / Transform Bone nodes don’t apply

  • Morph target changes don’t respond

  • Blueprint variables work in preview, but NOT in-game

But…

:white_check_mark: If I remove Retarget Pose:

  • Blueprint controls work perfectly again

So it seems like:
:backhand_index_pointing_right: Retarget Pose is overriding everything downstream


:cross_mark: Issue 2: Bone distortion with Live Link Asset Mapping

  • I created a Live Link Remap Asset

  • Bone names match (Rokoko Newton skeleton → my rig)

  • Mapping is filled out

BUT:

:backhand_index_pointing_right: The character moves with heavy distortion

  • Twisted arms

  • Broken proportions

  • Occasional stretching / collapsing

If I remove mapping:

  • Movement is “less frozen” but still incorrect

If I change mappings:

  • Sometimes freezes completely


:repeat_button: What I’ve Tried

  • Different AnimGraph orders:

    • Live Link → Retarget → Modify Bone → Output

    • Live Link → Modify Bone → Retarget → Output

    • Live Link → Output ( only using the Remapping asset ) still having only head working but the rest of the body in a frozen t-pose OR stretched weridly distorted limbs.

  • Copy Pose From Mesh workflows

  • Hidden “driver mesh” (Live Link) + visible mesh (copy pose)

  • Different skeletons (UE5 mannequin, custom rig, Fiverr rig)

  • Live Link Remap Asset variations (with/without root)

  • Testing in AnimBP preview vs in-game

  • Ensuring correct AnimBP is assigned to mesh

  • Checking Auto Possess / player start issues


:puzzle_piece: Key Observation

  • Live Link alone = works

  • Blueprint controls alone = works

  • Retarget Pose + Live Link = works BUT breaks Blueprint controls

  • Live Link + mapping = causes distortion

  • Issue is happening with the manny manniquin but the Rokoko skeleton is working the newton one that is in the plugins when you download the Rokoko studio plugin.

  • Have tried the Rokoko skeleton too same distortion

So I feel like:
:backhand_index_pointing_right: I’m mixing systems that override each other, but I don’t know the correct architecture


:red_question_mark: What I Need Help With

  1. What is the correct AnimGraph structure to allow:

    • Live Link motion

    • Retargeting

    • AND Blueprint bone/morph control together?

  2. Should I:

    • Use a separate hidden mesh for Live Link and copy pose? (Tried this but movement works but all custom BP are overidden and custom BP dont work.)

    • Or is there a way to make everything work in one mesh?

  3. Is distortion likely caused by:

    • Bad retarget setup?

    • Incorrect rest pose / scale from Blender? (last fbx import was manipulated to UE5 MANNY skeleton boning and tried using the Manny mannequin and I’m getting the same distortion)

    • Or incorrect Live Link mapping logic?

  4. Where should Modify Bone / Transform Bone nodes sit relative to:

    • Retarget Pose?

    • Live Link Pose?


:test_tube: Additional Info


:folded_hands: Any help appreciated

Even a working node order screenshot or setup explanation would help massively.

I feel like I’m very close but missing the correct pipeline structure.

Thank you!