LiveLink Source for receiving JSON over sockets.
This is an example of how a LiveLink plugin can be implemented inside UE4. The plugin is not intended to be used in production.
See https://docs.unrealengine.com/en-US/Engine/Animation/LiveLinkPlugin/index.html for more information about UE4 LiveLink.
Build from Source ,you can learn from https://dev.epicgames.com/community/learning/tutorials/qz93/unreal-engine-building-plugins
Using Visual Studio ( Windows only )
- Create an empty C++ project with the Engine version you wish to use.
- Bring the plugin(s) to that C++ project ◦ Create a "Plugins" folder in the C++ project's root folder. ◦ Copy the plugin(s) folder(s) you want to build into the newly created "Plugins" folder.
- Compile the C++ project in Visual Studio ◦ Right click on the project's uproject file and select "Generate Visual Studio project files" ◦ Double click on the *.sln file to launch Visual Studio ◦ In Visual Studio select Development Editor and Win64 ( same workflow as for building the engine with VS). ◦ Build the project.
- Once that's done, copy the plugin from the compiled C++ project to the Engine's plugins folder, and overwrite any conflicting files.
If the build fails, the log file detailing the errors is under “YourProject/Saved/Logs/YourProject.log”.
- Create a "Plugins" folder in the project's root folder.
- copy the folder "FgLiveLinkReciever" into the Plugins folder
- run projectname.uproject and activate the FgLiveLinkReciever plugin,the restart project.
- chose menu "Window -> Vritual Production -> livelink"
- input the ip address and port number
- when has source input,it will create message source automatically
JSON format
{
"FACEGOOD":{ #subjectName
"FrameId" : 1, #frame id ,option
"Properties":[
{"Name":"A","Value":0.0}, # item name and it's value
{"Name":"B","Value":0.0}
],
"Joints":{
"Names":["JA","JB"],
"ParentIdx":[0,0],
"Transforms":[[0,0,0,0,0,0],[0,0,0,0,0,0]]
}
}
}