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Once added, you will see the plugins inside the Plug-in Manager as Loaded. In the upper-right of the window, the connection status is displayed to indicate if you are connected to a running version of the UE4 Editor. For now, we are not connected, however in the next step we will establish a connection to UE4, export an animation asset and Skeletal Mesh that we can use to work with in Maya and add it as a Subject to stream back to UE4 for live previewing.
Now that we are connected, we need a Subject to preview and test the connection. Switch to Animation mode, and then select the Root bone for the character. This will add the selection as the Subject to stream to UE4. The plugin knows that this is a joint hierarchy and labels the Subject as a Character.
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The name Maya is the name of the Subject which you can change in the text entry box. This name is important to remember as you will need to provide this inside UE4 as the Subject Name. Maya is now set up to stream our Subject to the UE4 Editor, in the next step, we will set up UE4 to receive the streamed Subject so that we can start to live preview the content from Maya inside UE4. Under Subject Name enter the name Maya and press Enter. If you entered your own name instead of the default name, you will need to enter that instead.
pesreporturnmig.gq The viewport will update and the character will enter the pose that the character is using inside Maya. The character is rotated 90 degrees in this example due to the method in which this Skeletal Mesh was imported into the engine originally. As you scrub the animation in Maya or move the camera, the character and camera movement in UE4 will update to match what you see in Maya. In this example, as previously noted, when this Skeletal Mesh was originally imported into UE4, the up axis is different so the character is rotated in UE4.