---
title: "Stream an HMD object from Vicon Evoke"
canonical: "https://help.vicon.com/space/UnrealPlugin15/14583367/Stream%20an%20HMD%20object%20from%20Vicon%20Evoke"
format: markdown
---
> Macro (excerpt-include)



## Before you begin

Before you begin, ensure the following preconditions are met:

- Evoke is installed on a capture PC.
- Unreal Engine is installed on a game-ready PC.
- The latest Unreal Engine plugin is installed on the game-ready PC.
- The two PCs are connected via a network.
- Vicon SteamVR Plugin is installed (see [Install and set up the SteamVR plugin](https://vicon-help.atlassian.net/wiki/spaces/UnrealPlugin15/pages/14581994)).
- UE4 project open

## Set up Evoke HMD object

1. In Evoke, create a new Smart Object. Ensure one of the calibrated Smart Object Templates (SOTs) for the HMDs is used.
2. Assign clusters to the Smart Object slots.
3. Ensure the Smart Object is tracking in Evoke.
4. Take note of the Smart Object name.

> ✅ **Tip**  
> ✅ A subject is not required.

## Set up Live Link

To set up Live Link, use one of the methods described in [Create a Live Link source](https://vicon-help.atlassian.net/wiki/spaces/UnrealPlugin15/pages/14582109/Install+and+set+up+the+LiveLink+plugin).

## Set up Fusion

1. Follow the steps in [Initialize Vicon Fusion](https://vicon-help.atlassian.net/wiki/spaces/UnrealPlugin15/pages/14581994/Install+and+set+up+the+SteamVR+plugin).
2. Ensure the Object Name field matches the Evoke HMD Object name.

> Macro (excerpt)
> 
> ## Check the animation at runtime
> 
> 1. Ensure that the Blueprint from the previous set exists within the current level.
> 2. From the **World Outliner**, locate the **Player Start** asset.
> 3. In the **Details** panel, set the Z location to the floor (usually 20 in the default map).
> 4. Under **Actor**, locate **Spawn Collision Handling Method**.
> 5. Set the dropdown to **Always Spawn, Ignore Collisions**.
>   :warning:** Note: **Unwanted collisions with other Actors (e.g. a character) can cause unintended behavior.
> 6. In the **Toolbar** tab, locate the **Play** button.
> 7. Click on the dropdown next to the button and select **VR Preview**.
>   :check_mark:** Tip**: If this option is disabled, ensure that the VR headset is plugged in and the correct plugins have been set as described in [Set up the plugin in the editor](https://vicon-help.atlassian.net/wiki/spaces/UnrealPlugin15/pages/14581994/Install+and+set+up+the+SteamVR+plugin). You may need to restart the editor for this option to become available.
> 8. Put on the HMD and ensure the data is correct.

## Package the project

1. Navigate to **Edit** > **Project Settings**.
2. Navigate to **Project** > **Description** > **Settings.**
3. Ensure **Start In VR** is enabled.
4. Follow the steps in [Packaging a project](https://vicon-help.atlassian.net/wiki/spaces/UnrealPlugin15/pages/14583196).
5. Launch the executable.