UE5 — How to read Live Link facial *curve* data in a plain Actor (no AnimBP)?

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) :slight_smile:

Well, I guess I had to write my question in order to figure the answer out!

If someone is searching for something similar:
Basically, each curve has an array number assigned, and calling for a number would get one of the other curve. Quite simple at the end of the day :slight_smile: