---
title: "Use marker data via Blueprints"
canonical: "https://help.vicon.com/space/Unreal5Plugin113/1152057378/Use%20marker%20data%20via%20Blueprints"
format: markdown
---
This page details how to access marker data through Blueprints.

In previous versions of the Vicon plugin for Unreal Engine 5.2, you could access marker data through a custom ViconMarker Role. In version 1.11.0, the Live Link Locator Role is used instead. Marker data for Animation and Transform Role subjects is included in their metadata. As you can no longer directly access this data, two new functions are provided that enable you to access marker data.

## Access marker data by name

1. Create a Blueprint and open it (or open an existing Blueprint).
2. Click **Add** and select **Live Link Controller**.  
:check_mark:** Tip**: When adding a component, search for `Live Link`.
3. Select **LiveLinkComponentController** and in the** Details** panel, go to the **Events** section and add an **On Live Link Updated** event.
4. From this event node, drag the pin out and add it to the **Evaluate Live Link Frame** node.
5. In the **Evaluate Live Link Frame** node, go to the **Subject **field and select the subject for which to display markers.
6. Set the **Role** to **Locator Role**.
7. Compile and save. Be sure to check the **Role** does not change on compile.
8. Drag the **Data Result** pin to bring up an action node.
9. In the action node, add either a **Get Marker Translation by Name** or **Get Marker Translations** node.

## Examples of accessing marker data

The following examples illustrate how to access marker data using the functions provided for this purpose.

> Macro (toc)

> ℹ️ **Offset marker translation**
> ℹ️ 
> ℹ️ Both these examples contain a **Get World Location** node. This node accesses the location of the Blueprint's default Scene Root, which is then added to the marker translations to allow for offsets of the marker locations.

### Example of using Get Marker Translation By Name

To use the **Get Marker Translation By Name** node, you must input the name for the specific marker to use into the **Marker Name** field. 

![image](media://f7eaded8-5cba-408d-8623-5b73f62a74dc)

To view marker names, hover the mouse pointer over the labeled marker in your Vicon software.

The tooltip shows the subject name followed by the marker name.

The following image shows the tooltip for the marker named **C7**.

![image](media://fc45e401-ddaf-411d-a4f8-b47555f619be)

You can use the same method to find the marker name for props.

The following image shows an example of using the Debug Draw Sphere function to visualize the C7 marker of the subject.

![image-20250711-104342.png](media://bba7cc8c-a8b7-4af7-9e5d-c648ea3cebc3)

The following image is the result of the Debug Draw Sphere function in UE.

![image](media://0d1a4b28-0f07-4343-ab3d-96d3a6ad182a)

### Example of using Get Marker Translation

The **Get Marker Translation** node returns an array of marker translations.

This node is most useful when you need to access all markers of a subject or when there are unlabeled markers. You can't use the ** Marker Translation By Name** node to do this as unlabeled markers are not accessible via this node.

<span style="color: #1d1c1d">In this case, as shown in the following example, use the </span><span style="color: #1d1c1d">**Get Marker Translation**</span><span style="color: #1d1c1d"> node to return </span> <span style="color: #1d1c1d">all markers of a selected subject.</span>

![image-20250711-104411.png](media://eb02e330-a95a-4581-8814-ff91ff48326f)

The following image is the result of the **Get Marker Translation** node in UE.

![image](media://292388b6-c5a2-4fac-83c2-119db6f22e8f)