Date created: 23rd Jan, 2024

Last updated: 23rd Jan, 2024

Contents:

An introduction to using our included Metahuman Blueprint, and the process of interchanging the Skeletal Meshes and Groom Assets for the Actor.

Please note: this is for a Metahuman Actor. Please see the respective guide for a regular, non-Metahuman Actor to cover that topic.

Supports Unreal Engine Versions: 5.2, 5.3, 5.4

Time to complete: 20 - 30 minutes.

Video tutorial: Pending


Set up:

From within the Plugin, we feature a fully working – if not stripped down – Metahuman. You are free to use this as you see fit, but you will mostly want to take this Metahuman, and exchange its components into your own respective Metahuman. That is principally why we include this Metahuman Blueprint. It allows you to simply download and add your Metahuman, assign each of their components, and bring it out into the scene.

Slowdown and Missing Assets

The first time you bring out a Metahuman, Unreal needs to calculate and run a number of processes which may cause slowdown. Be patient as this is only happens at the beginning.

You may also be prompted to enable a number of Plugins found in the bottom right when adding the Metahuman to the Scene. Do enable them as it will allow playback with your Metahuman correctly.

Groom not rendering correctly

If you encounter any specific issues with Groom assets not appearing, Enable Support Compute Skin Cache

Open the Project Settings by going to Edit > Project Setting. Under Rendering > Optimizations, enable Support Compute Skin Cache.

Important!

While the Metahuman is currently configured with Male in the name, it can still work with Female based Metahumans.

We have included a Female IKRetargeter within the Plugin for Metahumans, so if you are encountering issues with the retargeting process, swap the IKRetargeters in the Animation Blueprint.

If you are continuing to have issues, please get in contact with us on our community Discord.


Enabling and restarting all of your Plugins

A large portion of getting your Metahuman looking correct is enabling the Groom Plugins to connect the various hair and facial hair to your Metahumans.

You can check if these are enabled by navigating to the Plugins Window, and searching for: