Local player system in Unreal Engine

How to use the new Local player system in Unreal

The SDK utilizes our advanced online retargeting system to enhance the quality of your emotes by generating animations directly onto your skeleton. This removes the need for runtime retargeting.

Step 1: Register Your Model

  1. Upload Model:

    • Navigate to the "Avatar Set up" tab.

    • Upload your model as a .fbx file.

  2. Map the Bones:

    • Map the bones of your avatar. For detailed guidance, follow the instructions provided on Avatar Upload.

Animations generated BEFORE adding your avatar will not work with your newly added avatar.

  1. Display Avatar ID:

  • Once your setup is complete, click on "Display ID" and copy it for use in Unreal Engine.

Your setup is done. Click on "Display ID" and copy it.

Now let's get back to Unreal.

The code

Make sure you initialized the KinetixCore as shown in UE SDK Core Package Initialization

1. Register your local player

  • Configure your pawn as usual.

  • Register your AnimInstance and paste the copied Avatar ID into the Avatar UUID's field.

Make sure you configured an AnimBlueprint on your SkeletalMesh.

2. Get the metadata

Retrieve the metadata of an animation ID using GetAnimationMetadataByAnimationID.

"InAnimationID" was filled with one animation ID given by "GetUserAnimationMetadatas"

Fill the reference skeleton

Before loading an animation, fill the skeleton that will be used to decompress the animation.

Load the animation

Use the received metadata to load the animation. The avatar ID should be the one you have in your clipboard.

Play the animation

And then, simply play the animation on your avatar!

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