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.)
Current Goal
I need:
-
Live mocap driving the character
-
Custom Blueprint controls (bone transforms / morph targets) to still work ON TOP
-
No bone distortion
Main Issues
Issue 1: Retarget Pose overrides Blueprint controls
When I use this AnimGraph:
- Live Link Pose → Retarget Pose From Mesh → Output Pose
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…
If I remove Retarget Pose:
- Blueprint controls work perfectly again
So it seems like:
Retarget Pose is overriding everything downstream
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:
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
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
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:
I’m mixing systems that override each other, but I don’t know the correct architecture
What I Need Help With
-
What is the correct AnimGraph structure to allow:
-
Live Link motion
-
Retargeting
-
AND Blueprint bone/morph control together?
-
-
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?
-
-
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?
-
-
Where should Modify Bone / Transform Bone nodes sit relative to:
-
Retarget Pose?
-
Live Link Pose?
-
Additional Info
-
Character created in Blender (Mixamo base + additional bones)
-
Using Rokoko Studio + Live Link (Newton skeleton)
-
UE5 version: [add your version here]
-
Custom bones added (breast / glute / etc.)
-
Not using full ARKit blendshapes (custom morph targets instead)
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!







