Reblium SDK Unreal Engine


Reblium SDK Importer Plugin for Unreal Engine

Character assembling for Unreal Engine with DHS files Download here


Information:

  • Requires Reblium Studio v1.0.2 or above

  • .DHS file format - proprietary file format developed for Reblium)

  • Installation instructions (Unreal Engine project setup)

  • Unreal Engine Sample Scene

SDK Installation instructions

Setup for Unreal Engine project scene

Unreal Engine version support: 5.1-5.4

  1. Download the Reblium SDK plugin - Download here

  2. Place the plugin folder (Reblium_SDK) in: *Unreal Projects\MyProject\Plugins* *(If plugins folder doesn’t exist, create new folder and name it plugins, confirm UE is closed)

  3. Inside UE editor: Enable ‘skin cache’ in edit > project settings (requires restarting UE editor) Step 3 is automatic in UE 5.1-5.3 by the SDK, but required manually in UE 5.4.


Import characters with plugin

How to import DHS files, using the SDK.

Step 1

  • Start the Unreal Engine project.

  • Locate and click the Reblium icon (R) inside the Unreal Engine UI (to the right of ‘Platforms,’ next to the ‘Play’ button).


Step 2

Click on the three dots next to “DHSFile,” then locate and open the DHS file.

(found in your character folder, exported from Reblium Studio application)


Step 3

Once imported, a folder your character’s contents will be created, locate the character blueprint inside the folder, click and drag it to your scene:

That’s it! Your Reblium character is now ready to use, with all the features inside your Unreal Engine project.


Sample Scene and ARKit integration.

A sample scene project file is provided with an example of how to set up the plugin and blueprint for using blendshapes with ARKit and animation, using Unreal Engine integration with ARkit. Download here.


The project includes the Reblium SDK. You can either copy the plugin from there to your own project or use Unreal Engine to migrate your characters.


How to use the sample scene:

Step 1

Simply load your DHS file, then double-click the ARKit Blueprint located in the Asset > ARKit folder. It will prompt you to choose a skeleton; select the skeleton of the character you wish to apply the animation blueprint to.


Step 2

After selecting skeleton, save and close the ARKit animation blueprint.

Open your character blueprint and select the SkeletalMesh component. In the Details tab, under Animation > Anim Class, select the ARKit animation blueprint assigned to your character skeleton from the list.


Step 3

Compile and save your blueprint with the ARKit assigned, your character should now already move using ARKit inside the blueprint.

Note: In the Livelink App, the “Subject Name” in settings, needs to be “Reblium”. To match the name in the blueprint. The sample blueprint:

The blueprint has a walk cycle animation sample (top left), you can delete or replace it with your own animations.

Step 1:

Ensure that both your phone and computer are connected to the same Wi-Fi network.

Step 2:

Copy your computer's assigned IP address (unique for each PC, see image below) and enter it into the Epic Games Live Link App settings under “Target”

Computer’s IP address (In red), found in Windows Network & Internet settings.

Step 3:

Rename the default subject name to: "Reblium."

In the Live Link Face application, rename the Subject name to Reblium, this is also where the IP address of the computer is added.

Right: Settings Menu - Settings inside the application (iOS). left: Streaming. Live Link settings


Known Bugs in SDK

Grooms wrong position / not binding to mesh:

  • Issue: Groom doesn’t bind / is in wrong position

  • Workaround: Ensure the animation is set to 'Idle-subtle' (default) before exporting from Reblium Studio.

  • Workaround: Unreal Engine 5.4 -In Project Settings, enable “Support Compute Skin Cache

Grooms Missing Hairs:

  • Issue: Groom appears to be missing hairs.

  • Solution: In Unreal Engine Editor 5.4. Open the groom asset, in the LOD window, change the mode from ‘default’ to manual.

Exporting Fully Naked Body:

  • Issue: Exporting a fully naked body can cause bugs.

  • Workaround: Add footwear to the character before exporting to avoid this issue.

Hidden Plugins Folder:

  • Issue: If the Plugins folder is not visible, it is most likely hidden.

  • Workaround: Toggle “Show Plugin Content” in the Content Browser’s settings (sprocket wheel icon) to make the Plugins folder visible.

For more information on using ARKit please find Unreal Engine’s documentation here: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/XRDevelopment/AR/ARHowTos/HandheldAR/FaceARSample/


Known bugs page for Reblium Studio: Here


We regret any inconvenience and we are working tirelessly to resolve these issues as soon as possible.

For any questions or assistance, our support team is here to help. You can reach us via email at support@reblium.com or join our community on Discord.

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