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Configuring Unreal for EZlineup


This guide presents how to implement the resulting EZlineup transforms in Unreal using LiveLinkFreeD.

As usual, doing things in bare Unreal requires a lot more tinkering around than using a dedicated render engine like Aximmetry.

1. Configure LiveLinkFreeD

Install the plugin if it is not already:

Create a LiveLink source:

Usually without EZlineup, you may want to plug this directly into a CineCamera. However if the tracking system does not provide ways to offsets, like EZtrack, this means it is impossible to adjust the offset between the tracker and the sensor in Unreal.

2. Set up the Camera Tracking Hierarchy

2.1. Create the hierarchy

Create a hierarchy like the following, with two Actors and then the CineCamera:

Make sure that all transforms are 0 after creating the hierarchy.

The first actor defines the tracking referential. This is where the Referential Offset Transform from EZlineup will go.

The second actor is the tracker. This is where the LiveLink position and rotation data will go.

The third, the CineCamera, is the sensor. This is where the Tracker Offset Transform will go, as well as the lens data from LiveLink.

Add a LiveLink controller on the second actor, and select the same camera role as what you would use for the camera:

Add a LiveLink controller on the CineCamera, and select the same camera role as before:

Then, disable "Use Location", "Use Rotation" and "Use Scale", so that only lens data is taken into account:

3. Copy the EZlineup results

3.1. Referential Offset

Copy the values from Referential Offset Transform into the first Actor's SceneComponent:

  • Front -> X
  • Right -> Y
  • Up -> Z
  • Pan -> Z
  • Tilt -> X
  • Roll -> Y

3.2. Tracker Offset

Copy the values from Tracker Offset Transform into the CineCameraActor's SceneComponent:

  • Front -> X
  • Right -> Y
  • Up -> Z
  • Pan -> Z
  • Tilt -> X
  • Roll -> Y