Ue Metahuman Live Link logo

Ue Metahuman Live Link

Community
kevinpbuckley
ue-metahuman-live-link

Streams real-time facial animation onto a MetaHuman in Unreal Engine 5.8 through Live Link — the MetaHuman Live Link plugin's three sources (MetaHuman Video from a webcam, MetaHuman Audio from a microphone, Live Link Face from an iPhone in MetaHuman Animator or ARKit mode), programmatic source/subject creation (ILiveLinkClient::AddSource, ULiveLinkSourceFactory, ULiveLinkPreset, ULiveLinkBlueprintLibrary, UMetaHumanLocalLiveLinkSourceBlueprint, ULiveLinkFaceSourceBlueprint), subject settings (UMetaHumanLiveLinkSubjectSettings calibration, smoothing, head pose), binding a subject to an assembled MetaHuman (LiveLinkSetup / LLink_Face_Subj, FAnimNode_LiveLinkPose, ULiveLinkComponentController), Take Recorder (UTakeRecorderLiveLinkSource, UTakeRecorderActorSource) and packaged-game behaviour. Use when wiring a live performer to a MetaHuman face, debugging a subject with no data or the wrong role (Basic vs Animation Role), tuning latency/smoothing, or recording a live take to an AnimSequence.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-metahuman-live-link
Stars
89
Forks
9
Bundled files
3
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Ue Metahuman Live Link AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/metahuman/ue-metahuman-live-link
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/unreal-engine-skills.git /tmp/unreal-engine-skills
mkdir -p .claude/skills
cp -r /tmp/unreal-engine-skills/skills/metahuman/ue-metahuman-live-link .claude/skills/ue-metahuman-live-link
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Metahuman Live Link in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Ue Metahuman Live Link on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Ue Metahuman Live Link is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

MetaHuman Live Link

Live Link is Unreal's generic real-time data bus: sources push timestamped frames for named subjects, each subject has a role that defines its data layout, and consumers (AnimBPs, components, Sequencer) evaluate the latest or time-synced frame every tick. The MetaHuman Live Link plugin (Engine/Plugins/MetaHuman/MetaHumanLiveLink/) adds sources that produce MetaHuman facial animation — the same raw-control curves a MetaHuman Animator performance produces — either by running the realtime solver locally on webcam/microphone input or by receiving it from the Live Link Face iOS app.

When to use this skill

  • Driving an assembled MetaHuman's face live from a webcam, a microphone, or an iPhone.
  • Creating Live Link sources and subjects from Python or C++ instead of the Live Link panel, including presets that re-create a rig on editor start.
  • Binding a subject to a placed MetaHuman actor and understanding what the generated character Blueprint and ABP_MH_LiveLink actually read.
  • Recording a live session to a Level Sequence / AnimSequence with Take Recorder.
  • Diagnosing: subject shows Unresponsive, face does not move but head does, the head moves twice as much as it should, jittery curves, or Live Link in a packaged build.

For offline MetaHuman Animator processing (footage ingest, Identity, Performance) see ue-metahuman-animator.

Mental model

ConceptType (header)What to remember
ClientILiveLinkClient (ILiveLinkClient.h:60)Modular feature ILiveLinkClient::ModularFeatureName; owns sources and subjects; frame push/evaluate is any-thread, everything else game thread.
SourceILiveLinkSource (ILiveLinkSource.h:15)Non-UObject, shared-ptr owned. Created directly or via a ULiveLinkSourceFactory (LiveLinkSourceFactory.h:27) from a connection string.
Source settingsULiveLinkSourceSettings (LiveLinkSourceSettings.h:161)Mode (ELiveLinkSourceMode Latest / EngineTime / Timecode) and BufferSettings control latency and interpolation.
SubjectFLiveLinkSubjectKey = source GUID + FLiveLinkSubjectName (LiveLinkTypes.h:77)Only one subject per name may be enabled across sources; consumers address subjects by name.
RoleULiveLinkRole subclasses (LiveLinkRole.h:17)Every MetaHuman Live Link subject uses ULiveLinkBasicRole (Roles/LiveLinkBasicRole.h:20): static PropertyNames + per-frame PropertyValues. Not the Animation Role.
Subject settingsULiveLinkSubjectSettings → ULiveLinkHubSubjectSettings → UMetaHumanLiveLinkSubjectSettingsPre-processors, interpolation, translators, remapper live here; the MetaHuman subclass adds calibration, smoothing and head-pose neutrals.

Every MetaHuman source pushes the same static layout: the rig's raw control names followed by HeadControlSwitch, HeadRoll, HeadPitch, HeadYaw, HeadTranslationX/Y/Z, MHFDSVersion and DisableFaceOverride (MetaHumanLocalLiveLinkSubject.cpp:198-210 and LiveLinkFaceSource.cpp:484-493). Head rotation is therefore curve data, not a transform; ABP_MH_LiveLink turns those curves into head-bone rotation, gated by HeadControlSwitch.

The three sources (plugin MetaHumanLiveLink)

SourceFactory (menu name)ModuleInputNotes
MetaHuman (Video)UMetaHumanVideoLiveLinkSourceFactoryMetaHumanLocalLiveLinkSourceWebcam / capture card / Media Bundle / movie fileRuns the monocular realtime solver (FHyprsenseRealtimeNode) locally through NNE.
MetaHuman (Audio)UMetaHumanAudioLiveLinkSourceFactoryMetaHumanLocalLiveLinkSourceMicrophone / audio capture deviceAudio-driven animation (FRealtimeSpeechToAnimNode) with mood and lookahead controls.
Live Link FaceULiveLinkFaceSourceFactoryLiveLinkFaceSource + LiveLinkFaceDiscoveryiPhone running Live Link FaceDevice solves; UE receives UDP frames. App streams either MetaHuman Animator (Mha) or ARKit (ArKit) animation (LiveLinkFaceControl.h:20-24).

The legacy Apple ARKit source (UAppleARKitLiveLinkSourceFactory, Engine/Plugins/Runtime/AR/AppleAR/AppleARKitFaceSupport/) still exists for the app's old "Live Link (ARKit)" streaming on UDP port 11111; it publishes the 52 EARFaceBlendShape curves plus head yaw/pitch/roll, also as Basic Role. Prefer the MetaHuman Live Link path.

Plugin dependencies that must be enabled (MetaHumanLiveLink.uplugin): LiveLink, LiveLinkHub, MediaFrameworkUtilities, CaptureManagerCore, MetaHumanCoreTech, NNERuntimeORT.

Core workflow

  1. Enable plugins: MetaHuman Live Link (pulls in Live Link, Live Link Hub, NNERuntimeORT). The assembled character also needs the LiveLink module loaded — the MetaHuman import path refuses a CharacterAssembly otherwise (MetaHumanPackageFactory.cpp:182).
  2. Create a source (Live Link panel, Python, or C++). Video and Audio sources are empty containers; you then request a subject on them with a device/format and a subject name. Live Link Face connects to one phone (address + control port 14785) and creates the subject itself once streaming starts.
  3. Check the subject is enabled and ELiveLinkSubjectState::Connected (ILiveLinkClient.h:27). Its role must be ULiveLinkBasicRole.
  4. Calibrate: with the performer neutral, call CaptureNeutrals() on the subject settings (captures a neutral frame for curve calibration and a neutral head pose).
  5. Bind the character: set the MetaHuman actor's Live Link subject (the LiveLinkSetup function on the generated Blueprint, or LLink_Face_Subj on ABP_MH_LiveLink), or use a FAnimNode_LiveLinkPose in your own face AnimBP.
  6. Tune: ULiveLinkSourceSettings::Mode + BufferSettings for latency, the subject's UMetaHumanRealtimeSmoothingParams for jitter, bHeadOrientation / bHeadTranslation when head motion comes from body mocap.
  7. Record: Take Recorder with a Live Link source (raw curves into a Live Link track) and/or an Actor source on the MetaHuman (baked AnimSequence on the Face skeletal mesh).

C++ patterns

Get the client and add a source

cpp
#include "Features/IModularFeatures.h"
#include "ILiveLinkClient.h"
#include "ILiveLinkSource.h"
#include "LiveLinkSourceFactory.h"

ILiveLinkClient* GetLiveLinkClient()
{
    IModularFeatures& Features = IModularFeatures::Get();
    if (!Features.IsModularFeatureAvailable(ILiveLinkClient::ModularFeatureName))
    {
        return nullptr;
    }
    return &Features.GetModularFeature<ILiveLinkClient>(ILiveLinkClient::ModularFeatureName);
}

// Factory classes in MetaHumanLiveLink are private headers; find them by reflection.
FGuid AddSourceFromFactory(ILiveLinkClient& Client, const TCHAR* FactoryClassName, const FString& ConnectionString)
{
    UClass* FactoryClass = FindFirstObject<UClass>(FactoryClassName, EFindFirstObjectOptions::ExactClass);
    const ULiveLinkSourceFactory* Factory = FactoryClass ? GetDefault<ULiveLinkSourceFactory>(FactoryClass) : nullptr;
    TSharedPtr<ILiveLinkSource> Source = Factory ? Factory->CreateSource(ConnectionString) : nullptr;
    return Source.IsValid() ? Client.AddSource(Source) : FGuid();   // ILiveLinkClient.h:70
}
// e.g. AddSourceFromFactory(*Client, TEXT("MetaHumanVideoLiveLinkSourceFactory"), TEXT(""));
//      AddSourceFromFactory(*Client, TEXT("LiveLinkFaceSourceFactory"), TEXT("192.168.1.20:14785"));

AddSource calls ILiveLinkSource::ReceiveClient, instantiates GetSettingsClass() and then InitializeSettings (ILiveLinkSource.h:21-27). For the Live Link Face source the connection string is ADDRESS:PORT; a valid address triggers an immediate connect (LiveLinkFaceSourceSettings.h:19, LiveLinkFaceSource.cpp:100-112).

Request a video subject on a MetaHuman (Video) source

cpp
#include "MetaHumanVideoLiveLinkSourceSettings.h"
#include "MetaHumanVideoLiveLinkSubjectSettings.h"

FLiveLinkSubjectKey AddWebcamSubject(ILiveLinkClient& Client, FGuid VideoSourceGuid,
                                     const FString& DeviceName, const FString& DeviceUrl,
                                     int32 Track, int32 Format, const FString& SubjectName)
{
    auto* SourceSettings = Cast<UMetaHumanVideoLiveLinkSourceSettings>(Client.GetSourceSettings(VideoSourceGuid)); // ILiveLinkClient.h:240
    if (!SourceSettings) { return FLiveLinkSubjectKey(); }

    auto* SubjectSettings = NewObject<UMetaHumanVideoLiveLinkSubjectSettings>(GetTransientPackage());
    SubjectSettings->MediaSourceCreateParams.VideoName        = DeviceName;   // MetaHumanMediaSourceCreateParams.h:17
    SubjectSettings->MediaSourceCreateParams.VideoURL         = DeviceUrl;
    SubjectSettings->MediaSourceCreateParams.VideoTrack       = Track;
    SubjectSettings->MediaSourceCreateParams.VideoTrackFormat = Format;
    SubjectSettings->MonocularAnimationPipelineModels = SourceSettings->MonocularAnimationPipelineModels; // defaults
    SubjectSettings->Setup();                                                  // MetaHumanLocalLiveLinkSubjectSettings.h:40

    return SourceSettings->RequestSubjectCreation(SubjectName, SubjectSettings); // MetaHumanLocalLiveLinkSourceSettings.h:30
}

This is exactly what UMetaHumanLocalLiveLinkSourceBlueprint::CreateVideoSubject does (MetaHumanLocalLiveLinkSourceBlueprint.cpp:489-528). Audio subjects mirror it with UMetaHumanAudioLiveLinkSubjectSettings (AudioName/AudioURL/AudioTrack/AudioTrackFormat).

Enumerate, check and evaluate subjects

cpp
#include "Roles/LiveLinkBasicRole.h"
#include "Roles/LiveLinkBasicTypes.h"

for (const FLiveLinkSubjectKey& Key : Client.GetSubjects(/*bIncludeDisabled*/false, /*bIncludeVirtual*/false)) // :174
{
    const bool bBasic = Client.GetSubjectRole_AnyThread(Key) == ULiveLinkBasicRole::StaticClass();           // :153
    const ELiveLinkSubjectState State = Client.GetSubjectState(Key.SubjectName);                            // :226
    UE_LOG(LogTemp, Display, TEXT("%s basic=%d state=%d"), *Key.SubjectName.ToString(), bBasic, (int32)State);
}

FLiveLinkSubjectFrameData Frame;                                   // LiveLinkTypes.h:526
if (Client.EvaluateFrame_AnyThread(SubjectName, ULiveLinkBasicRole::StaticClass(), Frame)) // :282
{
    const FLiveLinkBaseStaticData* Static = Frame.StaticData.Cast<FLiveLinkBaseStaticData>();
    const FLiveLinkBaseFrameData*  Data   = Frame.FrameData.Cast<FLiveLinkBaseFrameData>();
    float JawOpen = 0.f;
    Static->FindPropertyValue(*Data, TEXT("CTRL_expressions_jawOpen"), JawOpen);          // LiveLinkTypes.h:265
}

EvaluateFrame_AnyThread returns the per-tick snapshot and is stable within a frame; use EvaluateFrameAtWorldTime_AnyThread / EvaluateFrameAtSceneTime_AnyThread (ILiveLinkClient.h:292, :305) for explicit time sampling.

Drive subject settings at runtime

cpp
#include "MetaHumanLiveLinkSubjectSettings.h"
#include "MetaHumanVideoBaseLiveLinkSubjectSettings.h"

if (auto* S = Cast<UMetaHumanLiveLinkSubjectSettings>(Client.GetSubjectSettings(Key)))   // ILiveLinkClient.h:252
{
    S->CaptureNeutrals();                 // neutral frame + neutral head pose, :113
    S->SetCalibrationAlpha(0.8f);         // 0..1 blend of the calibration, :57
    S->SetSmoothing(MySmoothingParams);   // UMetaHumanRealtimeSmoothingParams data asset, :79
}
// Video-only: head output toggles live on UMetaHumanVideoBaseLiveLinkSubjectSettings
if (auto* V = Cast<UMetaHumanVideoBaseLiveLinkSubjectSettings>(Client.GetSubjectSettings(Key)))
{
    V->SetHeadOrientation(false);         // head comes from body mocap instead, :58
    V->SetHeadTranslation(false);         // :68
}

All of these are UFUNCTION(BlueprintCallable), so they are reachable from Python as well.

Bind a subject with ULiveLinkComponentController (non-AnimBP consumers)

cpp
#include "LiveLinkComponentController.h"
#include "Roles/LiveLinkTransformRole.h"

ULiveLinkComponentController* LL = Actor->FindComponentByClass<ULiveLinkComponentController>();
FLiveLinkSubjectRepresentation Rep(FLiveLinkSubjectName(TEXT("HeadTracker")), ULiveLinkTransformRole::StaticClass()); // LiveLinkRole.h:35
LL->SetSubjectRepresentation(Rep);                              // LiveLinkComponentController.h:90 — rebuilds ControllerMap
LL->SetControlledComponent(ULiveLinkTransformRole::StaticClass(), HeadSceneComponent); // :104

The controller map (ControllerMap, :41) picks a ULiveLinkControllerBase per role via IsRoleSupported (LiveLinkControllerBase.h:44). The engine ships Transform, Light, Camera and Lens controllers; there is no face/Basic Role controller — MetaHuman face curves are consumed by the AnimBP (FAnimNode_LiveLinkPose), not by this component. Use the component for a Transform-role head/body tracker and leave the face to the AnimBP.

Python patterns

python
import unreal

# --- MetaHuman (Video) source + webcam subject -----------------------------------
devices = unreal.MetaHumanLocalLiveLinkSourceBlueprint.get_video_devices(include_media_bundles=False)
cam = next(d for d in devices if "Logitech" in d.name)
tracks, timed_out = unreal.MetaHumanLocalLiveLinkSourceBlueprint.get_video_tracks(cam, timeout=5.0)
formats, timed_out = unreal.MetaHumanLocalLiveLinkSourceBlueprint.get_video_formats(tracks[0], filter_formats=True, timeout=5.0)
fmt = max(formats, key=lambda f: (f.resolution.x * f.resolution.y, f.frame_rate))

video_source, ok = unreal.MetaHumanLocalLiveLinkSourceBlueprint.create_video_source()
subject_key, ok = unreal.MetaHumanLocalLiveLinkSourceBlueprint.create_video_subject(
    video_source, fmt, "Webcam", start_timeout=5.0, format_wait_time=0.1, sample_timeout=5.0)

# --- Live Link Face (iPhone) --------------------------------------------------------
face_source, ok = unreal.LiveLinkFaceSourceBlueprint.create_live_link_face_source()
ok = unreal.LiveLinkFaceSourceBlueprint.connect(face_source, "Performer", "192.168.1.20", port=14785)

# --- Inspect ---------------------------------------------------------------------------
for key in unreal.LiveLinkBlueprintLibrary.get_live_link_subjects(include_disabled_subject=True, include_virtual_subject=False):
    role  = unreal.LiveLinkBlueprintLibrary.get_specific_live_link_subject_role(key)
    state = unreal.LiveLinkBlueprintLibrary.get_live_link_subject_state(key.subject_name)
    print(key.subject_name.name, role, state)

settings = unreal.MetaHumanLocalLiveLinkSourceBlueprint.get_subject_settings(subject_key)
settings.capture_neutrals()

Out-parameters come back as a tuple in declaration order (create_video_source() → (video_source, succeeded)). A ULiveLinkPreset restores a whole rig: preset.add_to_client(recreate_presets=True) (LiveLinkPreset.h:62) or the latent apply_to_client_latent which first removes every existing source (:48).

Worked example — webcam to a placed MetaHuman, then record a take

Editor-side Python; every call is checked against the headers cited above.

python
import unreal

SUBJECT = "Webcam"

# 1. Source + subject (see Python patterns above for device discovery)
devices = unreal.MetaHumanLocalLiveLinkSourceBlueprint.get_video_devices(include_media_bundles=False)
tracks, _ = unreal.MetaHumanLocalLiveLinkSourceBlueprint.get_video_tracks(devices[0], timeout=5.0)
formats, _ = unreal.MetaHumanLocalLiveLinkSourceBlueprint.get_video_formats(tracks[0], filter_formats=True, timeout=5.0)
video_source, ok = unreal.MetaHumanLocalLiveLinkSourceBlueprint.create_video_source()
assert ok, "Live Link client unavailable"
subject_key, ok = unreal.MetaHumanLocalLiveLinkSourceBlueprint.create_video_subject(video_source, formats[0], SUBJECT)
assert ok, "no subject created"

# 2. Spawn the assembled MetaHuman and point it at the subject.
#    The generated Blueprint exposes a LiveLinkSetup function (verified by the MetaHuman SDK)
#    that switches the Face component to ABP_MH_LiveLink and writes LLink_Face_Subj.
bp_class = unreal.EditorAssetLibrary.load_blueprint_class("/Game/MetaHumans/Ada/BP_Ada")
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(bp_class, unreal.Vector(0, 0, 0))
try:
    actor.call_method("LiveLinkSetup")
except Exception:
    pass  # older template without the function: fall through to the AnimBP variable
face = next(c for c in actor.get_components_by_class(unreal.SkeletalMeshComponent) if c.get_name() == "Face")
ll_abp = unreal.load_class(None, "/MetaHumanCharacter/Animation/ABP_MH_LiveLink.ABP_MH_LiveLink_C")
face.set_anim_instance_class(ll_abp)
face.get_anim_instance().set_editor_property("LLink_Face_Subj", unreal.LiveLinkSubjectName(SUBJECT))

# 3. Neutral calibration once the performer is still
unreal.MetaHumanLocalLiveLinkSourceBlueprint.get_subject_settings(subject_key).capture_neutrals()

# 4. Take Recorder: curves (Live Link source) + baked face/body (Actor source)
panel = unreal.TakeRecorderBlueprintLibrary.open_take_recorder_panel()      # TakeRecorderBlueprintLibrary.h:103
panel.clear_pending_take()                                                   # TakeRecorderPanel.h:83
sources = panel.get_sources()                                                # TakeRecorderPanel.h:131
ll_src = sources.add_source(unreal.TakeRecorderLiveLinkSource)               # TakeRecorderSources.h:80
ll_src.set_editor_property("subject_name", SUBJECT)                          # TakeRecorderLiveLinkSource.h:62
ll_src.set_editor_property("save_subject_settings", True)                    # :66
actor_src = unreal.TakeRecorderActorSource.add_source_for_actor(actor, sources) # TakeRecorderActorSource.h:142
panel.get_take_meta_data().set_slate("WebcamTest")                           # TakeMetaData.h:214
ok, err = panel.can_start_recording(unreal.Text(""))                         # TakeRecorderPanel.h:151
assert ok, str(err)
panel.start_recording()                                                      # TakeRecorderPanel.h:138
# ... later: panel.stop_recording()  -> Level Sequence under Project Settings > Take Recorder > Root Take Save Dir

LiveLinkSetup is the function name the MetaHuman verifier looks for on the character Blueprint (VerifyMetaHumanCharacter.cpp:476-510); the editor's own preview path writes the same LLink_Face_Subj property (MetaHumanInvisibleDrivingActor.cpp:55-64). What lands on disk after recording is covered in references/recording-and-runtime.md.

Gotchas & edge cases

  • Role mismatch. Every MetaHuman source is ULiveLinkBasicRole. A FAnimNode_LiveLinkPose still works (it falls back to BuildPoseFromCurveData, AnimNode_LiveLinkPose.h:71) but GetAnimationFrameData, ULiveLinkTransformController and anything requesting the Animation or Transform role silently evaluates nothing. Query with ULiveLinkBasicRole.
  • ARKit vs MetaHuman Animator stream. The Live Link Face app can stream either; the UE source reports which via FRemoteSubject::AnimationType and the MHFDSVersion curve. ARKit frames carry 52 blendshapes and must go through the ARKit_Mapping remap in ABP_MH_LiveLink; MHA frames are raw rig controls consumed directly. Mixing them yields a face that only half-animates.
  • Head moves twice. Head rotation arrives as curves and the body may already be driven by mocap. Disable bHeadOrientation / bHeadTranslation on the subject settings (video: MetaHumanVideoBaseLiveLinkSubjectSettings.h:55/:65, phone: LiveLinkFaceSubjectSettings.h:17/:26); the source then sends HeadControlSwitch = 0 (LiveLinkFaceSource.cpp:392) so the rig ignores head curves.
  • Head translation needs a neutral. Translation is camera-relative and only meaningful after CaptureNeutralHeadPose(); NeutralHeadPoseInverse is identity until then (MetaHumanLiveLinkSubjectSettings.h:107).
  • Smoothing defaults are light. Settings load /MetaHumanCoreTech/RealtimeMono/DefaultSmoothing (MetaHumanLiveLinkSubjectSettings.cpp:21); a HeavySmoothing asset ships alongside. Per property you choose RollingAverage (frames) or OneEuro (slope / min cutoff) (MetaHumanRealtimeSmoothing.h:18-41). More smoothing = more latency.
  • Discovery is multicast. Phone discovery uses 239.255.137.139:27838 (DiscoveryCommunication.cpp:10-11); the control link is TCP on the phone's port (default 14785) and frames come back on UDP to a port UE picks. Phone and PC must share a subnet that permits multicast; otherwise type the IP manually.
  • App version. The Mha animation type and the CPS control protocol require a Live Link Face build that offers the MetaHuman Animator capture mode; older ARKit-only builds appear only through the legacy Apple ARKit source (port 11111) and never as "Live Link Face".
  • Current rig required. Raw control names in the stream must exist on the character's face rig; a pre-5.6 (Quixel Bridge) MetaHuman needs re-assembly or the legacy BP_MetaHuman_Legacy* templates (MetaHumanCharacter/Content/BuildPipeline/) whose LiveLinkSetup and ABP_MH_LiveLink handle the mapping.
  • Subject name collisions. Only one subject per name is enabled; adding a second source with the same subject name shadows the first (ILiveLinkClient.h:188-214). Set bReEnableSubjectOnRemoval (LiveLinkSettings.h:134) if you hot-swap devices.
  • NNE backend. The video solver defaults to NNERuntimeORTDml on Windows and NNERuntimeCoreML on Mac (HyprsenseRealtimeNode.cpp:37-47); override with the MonocularAnimationPipelineModels.NNEBackend string, e.g. NNERuntimeORTCpu on a machine without a DirectML-capable GPU.
  • bIsLiveProcessing hides controls. Subject settings reused by Take Recorder playback set it false (MetaHumanLiveLinkSubjectSettings.h:29-38); calibration/head controls disappear from the details panel because they cannot apply to recorded data.
  • Editor-only recording. LiveLinkSequencer (Take Recorder Live Link source) is UncookedOnly; LiveLinkComponents, LiveLinkMovieScene and the MetaHuman source modules are Runtime and work in packaged builds.

References & source material

Engine source (UE 5.8, Engine/Plugins/MetaHuman/MetaHumanLiveLink/Source/):

  • MetaHumanLiveLinkSource/Public/MetaHumanLiveLinkSubjectSettings.h:15 — UMetaHumanLiveLinkSubjectSettings (calibration Properties/Alpha/NeutralFrame, smoothing Parameters, CaptureNeutrals(), head neutrals).
  • MetaHumanLiveLinkSource/Public/MetaHumanLiveLinkSubjectSettings.h:141 — EMetaHumanLiveLinkHeadPoseMode.
  • MetaHumanLiveLinkSource/Public/MetaHumanSmoothingPreProcessor.h:12 — UMetaHumanSmoothingPreProcessor (ULiveLinkFramePreProcessor variant).
  • MetaHumanLiveLinkSource/Public/MetaHumanLiveLinkSourceBlueprint.h:12 — UMetaHumanLiveLinkSourceBlueprint::SubjectAdded delegate.
  • MetaHumanLocalLiveLinkSource/Public/MetaHumanLocalLiveLinkSource.h:15 — FMetaHumanLocalLiveLinkSource (RequestSubjectCreation, CreateSubject).
  • MetaHumanLocalLiveLinkSource/Public/MetaHumanLocalLiveLinkSourceSettings.h:23 — UMetaHumanLocalLiveLinkSourceSettings::RequestSubjectCreation, bIsPreset.
  • MetaHumanLocalLiveLinkSource/Public/MetaHumanLocalLiveLinkSourceBlueprint.h:130 — UMetaHumanLocalLiveLinkSourceBlueprint (device/track/format enumeration, CreateVideoSource, CreateVideoSubject, CreateAudioSource, CreateAudioSubject, GetSubjectSettings).
  • MetaHumanLocalLiveLinkSource/Public/MetaHumanLocalLiveLinkSubjectSettings.h:34 — UMetaHumanLocalLiveLinkSubjectSettings (state, FPS, ReloadSubject, RemoveSubject).
  • MetaHumanLocalLiveLinkSource/Public/MetaHumanVideoBaseLiveLinkSubjectSettings.h:31 — UMetaHumanVideoBaseLiveLinkSubjectSettings (head toggles, MonitorImage, Rotation, MonocularAnimationPipelineModels).
  • MetaHumanLocalLiveLinkSource/Public/MetaHumanVideoLiveLinkSourceSettings.h:14 — UMetaHumanVideoLiveLinkSourceSettings.
  • MetaHumanLocalLiveLinkSource/Public/MetaHumanAudioBaseLiveLinkSubjectSettings.h:13 — UMetaHumanAudioBaseLiveLinkSubjectSettings (Mood, MoodIntensity, Lookahead).
  • MetaHumanLocalLiveLinkSource/Public/MetaHumanMediaSourceCreateParams.h:10 — FMetaHumanMediaSourceCreateParams.
  • MetaHumanLocalLiveLinkSource/Private/MetaHumanVideoLiveLinkSourceFactory.h:12 — UMetaHumanVideoLiveLinkSourceFactory.
  • MetaHumanLocalLiveLinkSource/Private/MetaHumanAudioLiveLinkSourceFactory.h:12 — UMetaHumanAudioLiveLinkSourceFactory.
  • MetaHumanLocalLiveLinkSource/Private/MetaHumanLocalLiveLinkSubject.cpp:198 — static property layout; :236 head pose curves.
  • LiveLinkFaceSource/Public/LiveLinkFaceSourceBlueprint.h:13 — ULiveLinkFaceSourceBlueprint::CreateLiveLinkFaceSource, Connect (port 14785).
  • LiveLinkFaceSource/Public/LiveLinkFaceSourceSettings.h:13 — ULiveLinkFaceSourceSettings (ADDRESS:PORT connection string).
  • LiveLinkFaceSource/Public/LiveLinkFaceSourceDefaults.h:12 — ULiveLinkFaceSourceDefaults (project-wide head toggles).
  • LiveLinkFaceSource/Private/LiveLinkFaceSourceFactory.h:12 — ULiveLinkFaceSourceFactory.
  • LiveLinkFaceSource/Private/LiveLinkFaceSubjectSettings.h:10 — ULiveLinkFaceSubjectSettings.
  • LiveLinkFaceSource/Private/LiveLinkFaceControl.h:18 — FRemoteSubject (EAnimationType::ArKit / Mha).
  • LiveLinkFaceSource/Private/LiveLinkFaceSource.cpp:300 — Basic Role subject creation; :484 static layout.
  • LiveLinkFaceDiscovery/Public/LiveLinkFaceDiscovery.h:20 — FLiveLinkFaceDiscovery (FServer, OnServersUpdated).

Engine source (UE 5.8, Engine/Source/Runtime/LiveLinkInterface/Public/):

  • ILiveLinkClient.h:60 — ILiveLinkClient (AddSource :70, GetSubjects :174, GetSubjectState :226, GetSubjectSettings :252, EvaluateFrame_AnyThread :282).
  • ILiveLinkSource.h:15 — ILiveLinkSource; :77 FLiveLinkSourceHandle.
  • LiveLinkSourceFactory.h:27 — ULiveLinkSourceFactory::CreateSource.
  • LiveLinkSourceSettings.h:40 — ELiveLinkSourceMode; :60 FLiveLinkSourceBufferManagementSettings; :161 ULiveLinkSourceSettings.
  • LiveLinkSubjectSettings.h:53 — ULiveLinkSubjectSettings.
  • LiveLinkTypes.h:77 — FLiveLinkSubjectKey; :216 FLiveLinkBaseFrameData; :256 FLiveLinkBaseStaticData.
  • LiveLinkRole.h:17 — ULiveLinkRole; :35 FLiveLinkSubjectRepresentation.
  • Roles/LiveLinkBasicRole.h:20 — ULiveLinkBasicRole.
  • LiveLinkPresetTypes.h:18 — FLiveLinkSourcePreset; :35 FLiveLinkSubjectPreset.

Engine source (UE 5.8, Engine/Plugins/Animation/LiveLink/Source/):

  • LiveLink/Public/LiveLinkBlueprintLibrary.h:29 — ULiveLinkBlueprintLibrary.
  • LiveLink/Public/LiveLinkPreset.h:15 — ULiveLinkPreset (AddToClient, ApplyToClientLatent, BuildFromClient).
  • LiveLink/Public/LiveLinkHubSubjectSettings.h:16 — ULiveLinkHubSubjectSettings.
  • LiveLink/Public/LiveLinkSettings.h:71 — ULiveLinkSettings.
  • LiveLinkComponents/Public/LiveLinkComponentController.h:22 — ULiveLinkComponentController.
  • LiveLinkComponents/Public/LiveLinkControllerBase.h:20 — ULiveLinkControllerBase.
  • LiveLinkSequencer/Private/TakeRecorderSource/TakeRecorderLiveLinkSource.h:48 — UTakeRecorderLiveLinkSource.

Engine source (UE 5.8, other):

  • Engine/Source/Runtime/LiveLinkAnimationCore/Public/AnimNode_LiveLinkPose.h:23 — FAnimNode_LiveLinkPose.
  • Engine/Plugins/MetaHuman/MetaHumanCoreTechLib/Source/MetaHumanCoreTech/Public/MetaHumanRealtimeSmoothing.h:45 — UMetaHumanRealtimeSmoothingParams.
  • Engine/Plugins/MetaHuman/MetaHumanCoreTechLib/Source/MetaHumanPipelineCore/Public/Nodes/HyprsenseRealtimeNode.h:59 — FMonocularAnimationPipelineModels.
  • Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterEditor/Public/MetaHumanInvisibleDrivingActor.h:17 — AMetaHumanInvisibleDrivingActor (editor preview Live Link binding).
  • Engine/Plugins/MetaHuman/MetaHumanSDK/Source/MetaHumanSDKEditor/Private/Verification/VerifyMetaHumanCharacter.cpp:476 — LiveLinkSetup verification.
  • Engine/Plugins/Runtime/AR/AppleAR/AppleARKitFaceSupport/Source/AppleARKitFaceSupport/Public/AppleARKitLiveLinkSourceFactory.h:48 — UAppleARKitLiveLinkSourceFactory (legacy ARKit source).
  • Engine/Plugins/VirtualProduction/Takes/Source/TakeRecorder/Public/Recorder/TakeRecorderBlueprintLibrary.h:25 — UTakeRecorderBlueprintLibrary.
  • Engine/Plugins/VirtualProduction/Takes/Source/TakeRecorder/Public/Recorder/TakeRecorderPanel.h:34 — UTakeRecorderPanel.
  • Engine/Plugins/VirtualProduction/Takes/Source/TakeRecorderSources/Public/TakeRecorderActorSource.h:45 — UTakeRecorderActorSource.

Deep-dive references in this skill:

  • references/live-link-sources.md — the three MetaHuman sources in depth: factories, settings classes, device discovery, calibration, smoothing, NNE models, Live Link Face protocol and discovery, legacy ARKit source.
  • references/character-binding-and-roles.md — roles and data layout, ABP_MH_LiveLink and LiveLinkSetup, FAnimNode_LiveLinkPose, remap assets, ULiveLinkComponentController, Live Link Hub rebroadcast.
  • references/recording-and-runtime.md — Take Recorder Live Link and Actor sources, what gets written where, Sequencer baking, presets, evaluation modes and buffering, Message Bus / UDP settings, packaged-game behaviour.

Related skills: ue-metahuman-animator, ue-animation-system, ue-sequencer-and-cinematics.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Ue Metahuman Live Link AI skill do?

Streams real-time facial animation onto a MetaHuman in Unreal Engine 5.8 through Live Link — the MetaHuman Live Link plugin's three sources (MetaHuman Video from a webcam, MetaHuman Audio from a microphone, Live Link Face from an iPhone in MetaHuman Animator or ARKit mode), programmatic source/subject creation (ILiveLinkClient::AddSource, ULiveLinkSourceFactory, ULiveLinkPreset, ULiveLinkBlueprintLibrary, UMetaHumanLocalLiveLinkSourceBlueprint, ULiveLinkFaceSourceBlueprint), subject settings (UMetaHumanLiveLinkSubjectSettings calibration, smoothing, head pose), binding a subject to an assem...

Why use Ue Metahuman Live Link on TypingMind?

Because you install it once and use it with any model. Ue Metahuman Live Link is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Ue Metahuman Live Link in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/metahuman/ue-metahuman-live-link. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Ue Metahuman Live Link?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Ue Metahuman Live Link?

As many as you like. As long as a model supports skills, you can use Ue Metahuman Live Link with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Ue Metahuman Live Link AI skill free?

It is published on GitHub by kevinpbuckley. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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