This document should take you through the steps of connecting to Unreal with a HandEngine data stream.

Requirements



Setting up your Unreal Project


  1. Download and Install the StretchSense Hand Engine and Unreal

    NOTE: for this example we are using version UE4.24.3
  2. Launch Hand Engine and setup hand

    See Hand Engine User Guide (DOC-5010) for glove calibration instructions



  3. Once the hand is trained,  in the Device Pane on the left of the screen, enter your TCP Port number and set Streaming to On. Check that the Streaming Status light in the device title bar (the right traffic light indicator) has turned green.

    NOTE: If you have already created a LiveLink connection to a hand model in UE (as described in the following steps), and you toggle Streaming to Off, you will need to create a new instance of LiveLink in UE after you toggle Streaming to On again.



  4. Next we need to add the plugin to the Unreal Engine. To do this, first navigate to the Plugins folder you have downloaded from your StretchSense account page (see image below), and find the plugin directory corresponding to the version of UE4 you are running.

    Image Placeholder

  5. Open the folder corresponding to your version of Unreal, then copy the folder labelled MocapProLiveLink to the directory:

     <Unreal Installation Directory>\UE_4.2X\Engine\Plugins\Animation


  6. Next we will create a new UE4 project. In New Project Categories select Games > Blank > Default Settings. then click Create Project.





  7. Once the project is loaded we need to enable the LiveLink plugins in your new project. From the Edit menu, select Plugins.



  8. In the Plugins menu search “Live Link” and enable Live Link and Mocap Pro LiveLink, then restart your project when prompted.



  9. Next open the LiveLink Menu from Window > Live Link



  10. From the Source dropdown in the Live Link menu select Mocap Pro Glove, then set the IP Address and TCP Port settings as specified in Hand Engine

    NOTE: The default value for Address is 127.0.0.1 (= localhost), i.e., you are running Hand Engine on the same PC that you are running Unreal. If you have bound Hand Engine to a different IP address (e.g. if you are running Hand Engine and Unreal on different computers on the same LAN), use this IP address instead for Host.

    NOTE: This step must be repeated if you have toggled Streaming to Off and then back to On in Hand Engine.



  11. The Source Status will appear as Receiving and the Subject Name will show a hand (left or right) along with the Actor Name from Hand Engine.

    NOTE: If you are streaming pre-recorded data, you will need to make sure to press play in Hand Engine for the subject name and role to show up in Unreal.



  12. From the Content Browser select Import and load the Hands.fbx asset. The Hands.fbx asset can be found in the Assets folder in the installation directory of Hand Engine.





  13. In the Content Browser, right click the newly imported Skeletal Mesh and select Create > Anim Blueprint.




  14. Open the Anim Blueprint that was created, right click on the empty space and select Live Link Pose.

    Image Placeholder

    Connect a LiveLink Pose to the Output Pose. Select the source hand from the Live Link Subject Name dropdown, then compile the object. 





  15. Drag the Anim Blueprint into the scene and start the scene in Play mode, the hand in the scene will now be driven from the Hand Engine data stream.




NOTE: If you would like the hand to update in Editor mode rather than Play Mode. Click on the Details tab of the Anim BluePrint you have dragged into the Level and under the Skeletal Mesh section make sure the tickbox for Update Animation in Editor is set to true (see image below).


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Disclaimer, Intellectual Property and Licensing


Revision Summary


Revision

Date

Notes

7

2021.03.24

Updated for Hand Engine 1.1.1

6

2021.03.08

Updated for Hand Engine 1.0.1

5

2020.10.02

Updated for Beta4

4

2020.09.21

Updated for Beta3.5

3

2020.08.21

Updated for Beta3

2

2020.07.14

Updated related docs, fixed typos, added disclaimer text

1

2020.07.09

Initial version