# Unreal Editor for Fortnite (UEFN): OptiTrack Plugin for Live Link Hub

## Overview <a href="#overview" id="overview"></a>

The OptiTrack Live Link Hub plugin allows game designers to use OptiTrack Motion Capture data to animate characters in Fortnite through Unreal Editor for Fortnite (UEFN).Comment

### Requirements <a href="#requirements" id="requirements"></a>

Download the latest Unreal Engine 5 Plugin from the [OptiTrack Downloads page](https://optitrack.com/support/downloads/plugins.html#unreal-plugin).

Open the Epic Games Launcher. The following Epic Games applications must be installed:

* Unreal Engine 5.5Comment
* Live Link Hub&#x20;
* UEFN&#x20;
* Fortnite&#x20;

## Getting Started <a href="#getting-started" id="getting-started"></a>

### Install the Plugin <a href="#install-the-plugin" id="install-the-plugin"></a>

* Launch Unreal Editor for Fortnite (UEFN).&#x20;
* Select *Live Link Hub* from the Tools menu, if it's not already open.&#x20;
* Click the *Settings* button in the upper right corner and select *Plugins...*

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FNxfhUDgyydEik6odIoNP%2FLive%20Link%20Hub%20Settings%20Plugins.png?alt=media&#x26;token=ed5d7e73-518f-487f-8193-f1de8e580e7b" alt=""><figcaption><p>Live Link Hub with Settings button options displayed.</p></figcaption></figure>

* In the *User Plugin Directories* section, click the *Add Element* button. &#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2F3oS27iwE9nG6CEploMM2%2FLLHub%20-%20Add%20Element%202.png?alt=media&#x26;token=6d3c2834-1f9b-44fa-a74d-b786dd8ea824" alt=""><figcaption><p>Add a plugin to Live Link Hub.</p></figcaption></figure>

* Click the ellipses button to browse to and select the downloaded plugin. &#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FlqeVNB08kmYBwQ16Nrfx%2FLLHub%20-%20Add%20Element%20browse%20to%20plugin.png?alt=media&#x26;token=b0969801-7b5e-4bff-900c-be82ef982ded" alt=""><figcaption><p>Click to browse to the plugin.</p></figcaption></figure>

* Restart UEFN when prompted after the plugin is installed.&#x20;

### Motive Streaming Settings

To enable streaming in Motive, click the <img src="https://content.gitbook.com/content/4ne9bLcvxMzpZqIc5yuj/blobs/ei75AmDLIOPMS3a1TSAM/Settings%20button.png" alt="" data-size="line"> button to open the [*Applications Settings*](https://docs.optitrack.com/v3.2/motive-ui-panes/settings) panel, then select the [*Streaming* ](https://docs.optitrack.com/v3.2/motive-ui-panes/settings/settings-streaming)tab, or use the <img src="https://content.gitbook.com/content/4ne9bLcvxMzpZqIc5yuj/blobs/265iWnZbrnVuwKdrTKcV/Control%20Deck%20-%20Streaming%20Off%20SMALL.png" alt="" data-size="line"> button in the right corner of the [Control Deck](https://docs.optitrack.com/v3.2/motive-ui-panes/control-deck) to open the *Streaming* tab directly.&#x20;

* In the *NatNet* section, select ***Enable*** to begin streaming.&#x20;
* Select the **Local Interface**. Use Loopback if streaming to the same computer, otherwise select the IP address for the network where the client application resides.
* &#x20;Set the **Bone Naming Convention** to *UnrealEngine*.&#x20;
* Set the **Up Axis** to Y-Axis. The plugin will bring the data in with a Y-Forward orientation.&#x20;

Please see the [Data Streaming](https://docs.optitrack.com/v3.2/motive/data-streaming) page for more details on all settings available for streaming.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FvTbnooZAXcC6bq2kcepU%2FSettings%20-%20Streaming%20Standard%20settings%20only.png?alt=media&#x26;token=4b68eef2-2c04-46fd-947b-c8618a3799d9" alt="" width="489"><figcaption><p>Application Settings Panel: Streaming Tab, Streaming enabled. </p></figcaption></figure>

### Configure Live Link Hub

#### Add Source

* In Unreal Engine, open Live Link Hub from the *Tools* menu *o*n the toolbar, if it's not open already. Under *Virtual Production,* select *Live Link Hub.*&#x20;
* Click the <img src="https://content.gitbook.com/content/4ne9bLcvxMzpZqIc5yuj/blobs/OJuED3ywRNjOQAcaZyHB/UE%20Add%20Source%20Button.png" alt="" data-size="line"> button in Live Link Hub to add a new Live Link source.
* Select *OptiTrack Source*, check *Connect Automatically,* or enter the IP address for the Motive PC in the *Server Address* field, the IP address for the Unreal PC in the *Client Address* field. Enter 127.0.0.1 in both fields if running both on the same PC. Click create.

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FiQamUTTz0QS6yVypIRNe%2FLLHub%20-%20Add%20Source.png?alt=media&#x26;token=eb05f53e-33eb-40fd-8854-1e1294cbe7de" alt=""><figcaption><p>Adding a source in Live Link Hub.</p></figcaption></figure>

Properties are shown in the Source Details tab when the OptiTrack source is selected. The properties that are applicable to Fortnite characters are listed below.

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FCbDCDrYXbLG8okC2NEni%2FLLHub%20-%20Source%20Details%20tab.png?alt=media&#x26;token=faddfd03-ed75-4b13-9cd8-3c7d7503c56b" alt="" width="317"><figcaption><p>Live Link Hub Sources and Source Details tab.</p></figcaption></figure>

#### Streaming Data Offset

Adjust the location, orientation, or scale of the streaming data. &#x20;

#### Timecode

Timecode is fully supported in the plugin. Click the button in the top right to use preset system time codes or add a new Timecode Provider in the *Source Details* tab.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2F9DQFT61yR4rTebuc2g7n%2FLLHub%20-%20Timecode%20in%20plugin%20MARKED%20UP.png?alt=media&#x26;token=751786f0-6791-4483-833f-50a886e9ce21" alt=""><figcaption><p>Live Link Hub Timecode settings.</p></figcaption></figure>

Timecode data may appear to stutter in Unreal Editor even when it is transmitting correctly. To confirm that the data is in sync, compare the timecode in Live Link Hub to the timecode in Motive.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2Fwjori0JYzElvDh4G5i4S%2FUEFN%20Timecode%20stutter%20MARKED%20UP.png?alt=media&#x26;token=758e5fb7-f8f0-472b-bf1a-edea1f7e6ac8" alt=""><figcaption><p>Timecode displayed in Motive, Live Link Hub, and UEFN. </p></figcaption></figure>

{% hint style="info" %}
Unreal Editor for Fortnite does not support the display of markers.&#x20;
{% endhint %}

### Copy Assets to Project Folder

We recommend using Windows Explorer to copy assets into the project folder. Right-click the project folder in the Unreal Editor Content Browser and select *Show in Explorer*.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FZ3SL4Dv4dPlD73qm3xXH%2FUEFN%20Content%20browser%20Show%20in%20Explorer.png?alt=media&#x26;token=4cf896ce-8277-4da7-a9da-0dd2deb6de07" alt="" width="322"><figcaption></figcaption></figure>

In the Content Browser, copy the following files and folders from *All > Engine > Plugins > OptiTrack - Live Link Content > Animations* to the project folder:&#x20;

* Female Avatar (folder)
* Male Avatar (folder)
* Textures (folder)
* IK\_MotiveAvatar\_Opti.uasset (file)
* SK\_MotiveAvatar\_Opti.uasset (file)

{% hint style="info" %}
The T-Pose asset and animation blueprints typically used in Unreal Engine are not supported in Unreal Editor. &#x20;
{% endhint %}

Once the required assets are copied to the project folder, click the <img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FGXyIri6I4JOAkXw8W1S7%2FLaunch%20Session%20button.png?alt=media&#x26;token=bd90687c-00a9-4a09-9475-ebf3f6b554b7" alt="" data-size="line"> button. Unreal Editor will prompt to *Save Selected*, with all unsaved content selected by default.

Unreal Editor will validate the project files before launching the live session.&#x20;

## Create Retargeter in Unreal Editor

All skeletons in Unreal Editor are based on the standard Fortnite mannequin. Animation is applied to the mannequin rather than using an animation blueprint. In this example, we will use the Fortnite Mannequin to build an IK Rig to receive data from the OptiTrack skeletons.&#x20;

### Create IK Rig

Before creating our IK Rig, drag the Motive Avatar of your choosing into the scene to prep the retarget phase.&#x20;

To create the IK Rig:&#x20;

* Right-click in the Content area. Select *Animation > Retargeting > IKRig.*
* Name the IKRig. We recommend *IK\_FNMannequin*.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FIYzmJKmbBRZpiGTnx5tQ%2FUEFN%20Content%20Menu%20-%20IK%20Rig.png?alt=media&#x26;token=c46e09a7-5ad0-46f6-81e0-90084f975736" alt=""><figcaption><p>Add a new IK Rig to Unreal Editor.</p></figcaption></figure>

Double-click the newly created IKRig to edit it. This will open in a new window.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FNjwvgsQ9qReF4xZh1L3O%2FUEFN%20Add%20Preview%20Mesh%20COMPOSITE.png?alt=media&#x26;token=3c355a14-8b6a-49da-92a1-c628c4b7e7dd" alt=""><figcaption></figcaption></figure>

In the Details tab, change the Preview Mesh to the FN Mannequin. &#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2F6vqb6Edn9vvsjENkslfh%2FUEFN%20Add%20Preview%20Mesh%202.png?alt=media&#x26;token=0971b03d-fc13-442c-bb4f-85e48be072dc" alt=""><figcaption></figcaption></figure>

The mannequin is pre-configured to work with Fortnite. This allows you to use the *Auto Create* features in the upper left corner to finish setting up the IK Rig.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FarNeOveWnuIsVaHAj7m5%2FUEFN%20Add%20Preview%20Mesh%20-%20Toolbar%20buttons.png?alt=media&#x26;token=768dde31-0d8e-4d7a-9b8b-50a91b788cea" alt=""><figcaption></figcaption></figure>

1. Click the *Auto Create Retarget Chains* button.
2. Click *Auto Create IK*.
3. Click *Reset*.
4. Click *Save*.

The IK Rig is now configured and the tab can be closed.&#x20;

### Create IK Retargeter

* Right-click in the Content area. Select *Animation > Retargeting > IK Retargeter.*
* Name the IK Retargeter. We recommend *RTG\_Motive\_FN*.&#x20;

<figure><picture><source srcset="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FtqNiHPYWlomqhYch2CYQ%2FUEFN%20Content%20menu%20create%20IK%20Retargeter%20BLACK.png?alt=media&#x26;token=1fe658fe-70c1-40e8-b3ef-caa686326d08" media="(prefers-color-scheme: dark)"><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FBvqpYOBjIIynY0l13xeR%2FUEFN%20Content%20menu%20create%20IK%20Retargeter%20WHITE.png?alt=media&#x26;token=03554ff5-2c81-4b00-964a-3abac4423347" alt=""></picture><figcaption></figcaption></figure>

* Open the newly created Retargeter.&#x20;
* On the Details tab, go to *Source > Source IKRig Asset.*&#x20;
* Use the dropdown list to select the standard Motive avatar, *IK\_MotiveAvatar\_Opti.*

<figure><picture><source srcset="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FQUOPf6rd3j3Y9WP9WDm5%2FUEFN%20Set%20Retargeter%201%20BLACK.png?alt=media&#x26;token=901736bb-6422-4ba2-afea-26388b0a9f91" media="(prefers-color-scheme: dark)"><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2Fqu7zAFkM8sU0v6MYCcKc%2FUEFN%20Set%20Retargeter%201%20WHITE.png?alt=media&#x26;token=a34a037f-6cb0-480c-b53d-8a67dc670ea4" alt=""></picture><figcaption></figcaption></figure>

* In the Target section, set the *Target IKRig Asset* to the [IKRig created earlier](https://app.gitbook.com/o/6K2GcxpSS9y4e9SRLTrx/s/uHClgoIWDmmoXSr2eD9q/plugins/optitrack-unreal-engine-plugin/unreal-engine-optitrack-live-link-plugin/unreal-editor-for-fortnite-uefn-optitrack-plugin-for-live-link-hub#create-ik-rig), *IK\_FNMannequin.*&#x20;

<figure><picture><source srcset="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FKsH2ReVDEy3hgDhKqqzY%2FUEFN%20Set%20Retargeter%202%20BLACK.png?alt=media&#x26;token=9a6c0240-4732-4c1c-bc19-8a109de40f82" media="(prefers-color-scheme: dark)"><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FW0yuJBAhszPKySAQhW5k%2FUEFN%20Set%20Retargeter%202%20WHITE.png?alt=media&#x26;token=c3afbf69-eecb-4469-9841-cc39cdd79a92" alt=""></picture><figcaption></figcaption></figure>

### Align Skeletons

The Viewport will show that the two skeletons are not properly aligned. This occurs because the skeletons are in different poses.&#x20;

* Click the Running Retargeter button in the upper left corner to stop the retargeter and switch to edit mode. The button will update to *Editing Retarget Pose.*

<div><figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FgXCE1sO6pQtZ0OfTImQ6%2FUE%20Running%20Retarget.png?alt=media&#x26;token=3a348e87-fd9e-41cd-b82f-fcccca270a09" alt=""><figcaption><p>The Retargeter in Run Mode. </p></figcaption></figure> <figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2F4pGiaX1iUeQIfdqB3xZr%2FUE%20Editing%20Retarget%20Pose.png?alt=media&#x26;token=bbfa292d-ce76-4d22-902e-3bcab3d72929" alt=""><figcaption><p>The Retargeter in Edit Mode.</p></figcaption></figure></div>

* Click the Auto Align button <img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FpuRS6zJVqOagiq2s1B3L%2FUE%20Auto%20Align%20button%20CROPPED.png?alt=media&#x26;token=9823ab85-1a55-4104-88fd-fcc97030e568" alt="" data-size="original"> and select *Align all Bones t*o complete the alignment.
* Set the Retargeter back to *Run* mode for the remaining steps.&#x20;

#### Blend to Source

To complete the next step, it's easiest if only the mapped bone chains are visible.&#x20;

* In the Chain Mapping pane, click the Settings button and select *Hide Chains Without IK.*&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2Fk1rqGGsUlzJtUHpouZIL%2FUEFN%20Hide%20Chains%20without%20IK%20CROPPED.png?alt=media&#x26;token=e6d65e72-afca-4da0-aabf-ba586cd6403b" alt=""><figcaption></figcaption></figure>

* Select all of the mapped Chains.
* &#x20;In the Details tab, go to *IK > Blend to Source*.&#x20;
* Set the value to 1.0.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FmSHT1WfU3hKcRcpVr6RW%2FUEFN%20IK%20Blend%20to%20Source.png?alt=media&#x26;token=c04c8b24-1486-48a4-930a-b05f1eb73d74" alt="" width="392"><figcaption></figcaption></figure>

* Click the *Root Settings* button <img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2F0bSdvIjpRVBwz9j4zx9Z%2FUEFN%20Root%20Settings%20Button.png?alt=media&#x26;token=1b0199ca-6730-49fc-a0b6-55aabc20e0a4" alt="" data-size="original"> in the top right corner.
* Go to *Blend to Source > Blend to Source* and set the value to 1.0.

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2Fs5M4CUS1AyTBN5jClE5k%2FUEFN%20Root%20Settings%20blend%20to%20source.png?alt=media&#x26;token=8ca806b1-c4d6-42d0-89b6-9397e954d452" alt="" width="392"><figcaption></figcaption></figure>

The retarget will now display correctly in the Viewport. This window can now be closed.

## Add Animation

* From the Content Browser, drag the skeletal mesh for the Fortnite mannequin into the scene. The mannequin is located in *All > Fortnite > Characters > PlayerBasics.*&#x20;
* Both the Motive Avatar and the Fortnite Mannequin will be in the scene.
* Select the Motive Avatar.&#x20;
* Click the ![](https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FUCN8kMmVfOgNJ89doPen%2FLive%20Link%20Add%20Component%20button.png?alt=media\&token=e8a6e744-e5af-4408-9894-8368e57ad811) Add button to add the Performer component.&#x20;
* In the Details tab, go to *Performer > Performance Capture > Subject Name.*
* Select a performer from the list of actors in Motive. &#x20;
* The Motive Avatar will now animate with the selected actor.

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FBG8dPB9oAAO4gpntzMSg%2FUEFN%20Select%20Performer%20for%20Motive%20Avatar%20CROPPED.png?alt=media&#x26;token=985072dc-b441-4200-a2ed-ba090ea2b27a" alt="" width="481"><figcaption></figcaption></figure>

* Select the Fortnite Mannequin to display its properties in the Details pane.
* Click the Add button ![](https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FRqNtx6JipNY5DbBWy1oA%2FLive%20Link%20Add%20Component%20button.png?alt=media\&token=89261137-a876-477b-ab66-44431feb2414) and use the search bar to find and add the *Retarget Component*.

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2F6o9ZWXYvXVFECeY4dpob%2FUEFN%20Add%20Retarget%20to%20Mannequin%201%20CROPPED.png?alt=media&#x26;token=92bd9405-7984-4928-9229-7f8cc82ef966" alt="" width="482"><figcaption></figcaption></figure>

Once the Retarget Component is attached to the Mannequin, update the following properties in the *Retarget* section:&#x20;

* **Source Skeletal Mesh Component:** Select the Motive Avatar.
* **Controlled Skeletal Mesh Component:** This should already be set to the Fortnite Mannequin.
* **Retarget Asset:** Select the [IK Retargeter](#create-ik-retargeter) created in an earlier step (*RTG\_Motive\_FN* in our example).

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2Fuh0zlI57CfkueSOcHP4c%2FUEFN%20Add%20Retarget%20to%20Mannequin%203.png?alt=media&#x26;token=d788f4c3-5442-41f3-84df-a14d1d4aa45d" alt="" width="481"><figcaption></figcaption></figure>

* Click the Push Changes button ![](https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FZ5KtcF4xj7B0d9tql9TG%2FUEFN%20Push%20Changes%20Button.png?alt=media\&token=b5614eb0-b3a7-4186-b36c-7fa4d3a8fd63) to save the change into the Fortnite game.&#x20;

{% hint style="info" %}
The Avatar and Mannequin will animate in realtime only in the Editor, not in the game.&#x20;
{% endhint %}

#### Align the Avatar and Mannequin

* In the Outliner pane, drag the Mannequin to nest under the Motive Avatar.&#x20;
* In the Details pane for the Mannequin, go to *Transform > Location* and reset the values to 0.&#x20;
* The Avatar and the Mannequin will be aligned.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FZWmT7c88FYHaCUYNU607%2FUEFN%20Align%20Mannequin%20to%20Avatar%20reset%20Transform.png?alt=media&#x26;token=4aeb1fdf-71b6-40d3-8105-142c621c2b7c" alt="" width="481"><figcaption></figcaption></figure>

## Record Animation

Once all of the characters are configured, the next step is to record the animation using the Take Recorder and Sequencer in Unreal Editor.&#x20;

* To open either pane, go to the *Windows menu > Cinematics.*&#x20;
* Type the project name in the Slate field.&#x20;
* With the Mannequin selected, click the add source ![](https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FVM9genBRymvJMXnl3aDi%2FUE%20Add%20Source%20Button.png?alt=media\&token=5a3b5007-dfa7-418b-b396-cbde626c3dc4)  button.
* Select *From Actor > Add 'Device Mannequin'.*

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FbucPY4zglPGaGok4xisv%2FUEFN%20Take%20Recorder%20Add%20Source%202.png?alt=media&#x26;token=34df68e6-14b1-4c2e-bae2-c50e21c08e81" alt="" width="481"><figcaption></figcaption></figure>

With the Mannequin selected, update the following properties:

* Disable *Transform > Transform Track.*&#x20;
* Disable *Animation Recorder > Remove Root Animation* (shown below)*.*

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FLY5gyKiYbirwsB3ZOdgB%2FUEFN%20Mannequin%20settings%20Remove%20Root%20Anim%20Recorder.png?alt=media&#x26;token=e9219402-52ca-4aba-915b-62b657bbbcd3" alt="" width="480"><figcaption></figcaption></figure>

#### Countdown

Go to *User Settings > Countdown* to include a countdown timer to start recording.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FytDkKMOffapz83clYyqY%2FUEFN%20Record%20Animation%20Countdown%20setting.png?alt=media&#x26;token=e966057d-7fc4-4353-aa57-bb07b1e4ab53" alt="" width="481"><figcaption></figcaption></figure>

#### Recording

To begin recording, click the large red Play button on the right edge of the Slate in the Take Recorder:&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2F4mcf7u75nutWzYP2qqp8%2FUEFN%20Take%20Recorder%20Slate%20and%20record%20only.png?alt=media&#x26;token=7573212d-b46b-41b6-ba0c-fe3ce7946eaf" alt="" width="477"><figcaption></figcaption></figure>

Recorded tracks will show in the Sequencer tab. Click the Stop Recording button <img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2F9AXgx5PBcnzuTlcZ0IyD%2FUEFN%20Stop%20Recording%20Button.png?alt=media&#x26;token=9d1e4223-743e-4647-8765-203078528da0" alt="" data-size="original"> when done recording.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FGYYaPnvZ5ElelJVoBFYQ%2FUEFN%20Record%20animation%20in%20progress%20ANNOTATED.png?alt=media&#x26;token=a279f82d-9821-4fe3-965a-ec0856ff15b4" alt=""><figcaption><p>Recording in Progress in UEFN.</p></figcaption></figure>

#### Review Recording

When the recording is completed, click the *Review* button in the Take Recorder pane.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FRaBISVKH9shGp7ySbtxs%2FUEFN%20Review%20last%20recording%20CROPPED.png?alt=media&#x26;token=c148e8e0-8f45-409b-be39-184cca5cc6ca" alt=""><figcaption><p>Take Recorder pane - Review Last recording button. </p></figcaption></figure>

The character will now animate as expected.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FovESEjJFy9bytZybCS5z%2FUEFN%20Review%20last%20Recording%201.png?alt=media&#x26;token=3e5dd69c-338f-4e89-a594-7dd8c4c9494b" alt=""><figcaption></figcaption></figure>

You can find the Take and the associated animations in the Cinematics folder in the Content Browser.  Takes are organized with a folder for each subscene. The animations recorded in that subscene are stored in an Animation folder, one for the Device Mannequin and one for the Motive Avatar.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FsDChgGCd5iWCM8gU2KZb%2FUEFN%20Saved%20Animation%20location.png?alt=media&#x26;token=2c9c8514-cfd9-4694-bd3d-49a4745c2404" alt=""><figcaption><p>Animation for a subscene in the Content Browser.</p></figcaption></figure>

## Animate Fortnite Characters

Now that the animation has been created and aligned to the Device Mannequin, it's time to apply it to a Fortnite character. Since all characters in Fortnite use this same skeleton, no additional alignment is required. &#x20;

### Select a Character in UEFN

Fortnite has a large selection of characters available, all based on the Device Mannequin skeleton. To add a character to the scene from the Content Browser:

* Go to *Fortnite > Devices > AI*.
* Drag the **Character Device** to the scene.

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FjyYq7a48IUzxAgleaJcJ%2FUEFN%20-%20How%20to%20select%20a%20FN%20Character%201A.png?alt=media&#x26;token=0c34c37b-ce4b-4b07-a73a-24625e91948f" alt=""><figcaption></figcaption></figure>

* Select the Character Device in the Viewport.
* Go to *Fortnite > Characters* and select the desired character from the gallery.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FsfYU2x7zMEfe6hX2Pdny%2FUEFN%20-%20How%20to%20select%20a%20FN%20Character%201.png?alt=media&#x26;token=6fd39dae-9151-4349-ad5d-d3f756b35b1a" alt=""><figcaption></figcaption></figure>

In the Details pane for the newly added Character Device, drag the Fortnite character you wish to use to *User Options > Character*.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FImEyP9avh9ZbMNi1VUYS%2FUEFN%20-%20How%20to%20select%20a%20FN%20Character%202.png?alt=media&#x26;token=97c2663c-c2bb-4e92-806a-147bc75713d7" alt=""><figcaption></figcaption></figure>

### Apply Animation <a href="#apply-animation" id="apply-animation"></a>

* Select the Fortnite character in the Viewport.
* Under *User Options*, check the box for *Custom Idle*.
* Drag the Device Mannequin animation from the Content Browser to the *Custom Idle* field.

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FWmu41ZnuEj9FpgBEwxOD%2FUEFN%20Add%20animation%20to%20character%201.png?alt=media&#x26;token=0d1a5b4f-8adf-4754-999d-a920d078b5c9" alt=""><figcaption></figcaption></figure>

* Click the Push Changes ![](https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2F6sFTIqo3D7HgZcYdknXp%2FUEFN%20Push%20Changes%20Button.png?alt=media\&token=bccbfecf-d968-4c57-b8d9-7f8fe85d2c20) button to save and update the game.&#x20;
* Fortnite will update the game in Edit Mode, with the status displayed in the upper right corner. The game will move through the following phases: Preparing; Loading Project; Downloading; and Connecting (displayed on the Edit Session screen). When the game loads, the status will be Up to Date.&#x20;

<figure><img src="https://2559979491-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4ne9bLcvxMzpZqIc5yuj%2Fuploads%2FwYMLbBFHnLtQXyg2JHCO%2FUEFN%20Game%20launched%20with%20changes.png?alt=media&#x26;token=6780c1f2-9cb7-48da-8af3-f32f9002c3a3" alt=""><figcaption></figcaption></figure>

The animation will play on the Fortnite character when the game starts. It will not play in the editor. To see this, you can start the game from UEFN or inside Fortnite itself.  &#x20;
