MediaPipe Animation Blueprint¶
Overview¶
MediaPipeAnimInstance is the Animation Blueprint base class for MediaPipe4U motion capture. It continuously receives MediaPipe data from MediaPipeHolisticComponent
and applies that data to MediaPipe4U Animation Blueprint nodes.
When Anim Class on a skeletal mesh (USkeletalMeshComponent) is set to an Animation Blueprint derived from MediaPipeAnimInstance, MediaPipe4U drives that mesh.

MediaPipeAnimInstanceis part of theMediaPipe4UMotionplugin and is a core motion-capture component.
Properties¶
MediaPipeAnimInstance provides many properties that control animation behavior.
In the Animation Blueprint asset editor viewport, open
Class Defaultsand edit these properties in Details.
![]()
| Property | Type | Default | Description |
|---|---|---|---|
| Mode | enum | Full-body or upper-body animation mode. | |
| ResetOnPipelineStopped | bool | true | Whether to reset to the initial pose when capture stops, for example when MediaPipeHolisticComponent::Stop is called. |
| SolveFingers | bool | true | Whether to solve fingers. Finger capture calculates wrist rotation from finger positions and requires clearly visible fingers. |
| SolveHeadFromFaceMesh | bool | false | Whether to calculate head rotation from facial landmarks. Requires a clearly visible face and a MediaPipeHeadSolver node. |
| SolveLocation | bool | true | Whether to solve location/translation. When true, a MediaPipeLocationSolver node is also required. |
| MinPoseScoreThresh | float | 0.5 | Confidence threshold for pose landmarks. A landmark is used to calculate joint rotation only above this value. |
| MinHandScoreThresh | float | 0.5 | Confidence threshold for hand landmarks. A landmark is used only above this value. |
| MinFaceScoreThresh | float | 0.5 | Confidence threshold for facial landmarks. A landmark is used for head rotation only above this value. Effective only with SolveHeadFromFaceMesh. |
| TwistCorrectionEnabled | bool | false | Whether to perform joint twist correction. See the twist-correction documentation. |
| AutoConnectToMediaPipe | bool | Enabled | Controls automatic MediaPipe connection. When Disabled, the Animation Blueprint does not automatically connect for data; call a ConnectToMediaPipe function manually. |
| LiveLinkSubject | FLiveLinkSubjectName | MediaPipe4U | Convenience property for LiveLink integration. MediaPipe4U does not use it; your Blueprint can use it to switch LiveLink connections. |
| LiveLinkEnabled | bool | true | Convenience property for LiveLink integration. MediaPipe4U does not use it; your Blueprint can use it to control LiveLink. |
| bDebugDraw | bool | false | Whether to draw debug information on the skeletal mesh. |
| CalibrationCountdownSeconds | float | 5 | Calibration countdown duration in seconds; see calibration documentation. |
| CalibrationPolicy | enum | Manual | Calibration policy:CountdownOnStart: count down when MediaPipe starts;Manual: call calibration functions manually. |
| BonePreset | enum | UE5 | Built-in or custom skeleton preset. |
| BoneRemap | MediaPipeRemapAsset asset | null | With Custom BonePreset, supplies skeleton mapping information. |
| PoseAsset | PoseAsset asset | null |
PoseAsset used to correct the initial pose. For example, straighten the default UE5 character's bent fingers. |
| PoseForInit | Name | None | Name of the initial pose (curve) in the PoseAsset assigned to PoseAsset. |
Blueprint Functions¶
| Function | Description |
|---|---|
| IsMediaPipeRunning | Whether MediaPipe solving is running. |
| IsPaused | Whether MediaPipe solving is paused. |
| Pause | Pauses MediaPipe solving. |
| Resume | Resumes MediaPipe solving. |
| ConnectToMediaPipeInLevel | Connects(1) 1. MediaPipeAnimInstance to MediaPipeHolisticComponent in the Level. |
| ConnectToMediaPipe | Connects(1) 1. MediaPipeAnimInstance to a specified MediaPipeHolisticComponent. |
| IsMediaPipeConnected | Whether the Animation Blueprint is connected to MediaPipeHolisticComponent. |
| DisconnectFromMediaPipe | Disconnects from MediaPipeHolisticComponent. |
| LoadBoneSettingsFromJsonContent | Loads custom skeleton mapping (BoneRemap) from a JSON string. |
| LoadBoneSettingsFromJsonFile | Loads custom skeleton mapping (BoneRemap) from a JSON file. |
| CalibratePose | Calibrates pose. |
| UnCalibratePose | Resets pose calibration. |
| CalibrateLocation | Calibrates location. |
| UnCalibratePose | Resets location calibration. |
| GetCalibrationRemainingSeconds | Gets remaining calibration-countdown seconds. |
| StartCalibrationCountdown | Starts a calibration countdown with a specified duration; pose and location are calibrated when it ends. |
| CancelCalibrationCountdown | Cancels an active calibration countdown. |
| GetSolverFPS | Gets solver FPS, usually for measuring performance. |
Warning
MediaPipeLocationSolver begins working only after location calibration completes.
C++ Functions¶
C++ functions provide lower-level functionality than Blueprint functions.
| Function | Description |
|---|---|
| GetLocationSolver | Gets the location solver. |
| GetPoseSolver | Gets the pose solver. |
| GetHandsSolver | Gets the hand/finger solver. |
| GetHeadSolver | Gets the head solver. |
| GetGroundIKSolver | Gets the Ground IK solver. |
| LoadBoneSettings | Loads skeleton mapping from a C++ IBoneSettingsProvider. |