Hello UE Community,
I have been trying - and quite unsuccessfully resolve the issue with using Livelink data outside of Animation Blueprint.
Live Link is streaming facial data; Live Link Curve Debugger shows curves (e.g., MouthSmileLeft/Right
).
What I want: A way to access Live Link curve values from a regular Actor Blueprint ,bypassing Animation Blueprints. Goal is to use those curve values directly in gameplay (e.g., turn on a light when smiling) without a SkeletalMesh/AnimBP.
I tried adding LiveLink Components to my BP Actors following this and this documentation, but it does not seem to work.
So far I have been trying to access LL curves by adding the LiveLinkComponent Controller & Evaluate Live Link Frame node but no matter what I do and what roles assign to the LL Subject, I cannot access the curves.
Please let me know if you have any tips, I am absolutely clueless and lost here.
Here is the screenshot (though not particularly useful)