MetaHuman Creator Setup (Unreal Engine)

This page describes how to install, configure, and generate a MetaHuman character for use in Unreal Engine projects.


Requirements

  • Unreal Engine 5.6 or newer

  • Epic Games Launcher installed

  • MetaHuman plugins enabled


Install Required Plugins

In Unreal Engine → Edit → Plugins, enable the following:

  • MetaHuman Creator

  • MetaHuman Animator

  • MetaHuman Core Tech

  • MetaHuman SDK

Restart Unreal Engine after enabling the plugins.


Install MetaHuman Creator Core Data

MetaHuman Creator requires additional content to be installed through the Epic Games Launcher.

  1. Open Epic Games Launcher

  2. Navigate to
    Unreal Engine → Library

  3. Click the dropdown arrow next to the Launch button

  4. Select Options

  5. Ensure the following is checked:

MetaHuman Creator Core Data

Apply the changes and allow the download to complete.


Creating a MetaHuman Character

  1. Open the Content Drawer

  2. Right-click and select:

MetaHuman → MetaHuman Character
  1. Double-click the created asset.

This launches the MetaHuman Creator editor inside Unreal Engine.


Customizing the Character

Use the MetaHuman Creator interface to customize:

  • Face

  • Hair

  • Skin

  • Body

  • Clothing

  • Accessories

Clothing can also be imported from external sources such as:

  • Fab.com

  • Custom meshes


Creating the Rig

Once customization is complete:

  1. Click Create Full Rig

⚠️ Important

Once the character is rigged, editing is locked.

To make further changes you must:

Unrig → Edit → Create Full Rig again

Download Textures

After rigging:

  1. Click:

Download Texture Source
  1. Select:

2K Resolution Textures

Assemble the Character for Unreal

Next, assemble the final character.

  1. Click Assembly

  2. Configure the following:

**Assembly Settings** - **Assembly Type:** UE Cine (Complete) - **Optimization:** Medium - **Root Directory:** Choose your project directory

This will generate a Blueprint character and associated assets.


Generated Assets

Assets are generated in two locations.

Project Root Directory

Contains the character-specific assets:


MetaHumans/Common

Shared MetaHuman system assets.

Example path:

MetaHumans → Common

Important asset:

MetaHumans/Common/Face/ABP_Face_PostProcess

This animation blueprint is used for:


VR Optimization Settings

Open the generated MetaHuman Blueprint and apply the following settings.


Face Component

Visibility Based Anim Tick Option → Always Tick Pose and Refresh Bones

This ensures the face continues updating in VR even when offscreen.


Body Component

Visibility Based Anim Tick Option → Always Tick Pose

Hair Component

Use Cards → True
LOD Bias → 1

Hair cards significantly improve performance in VR.


LODSync Component

Num LODs → 8

This improves LOD transitions and performance consistency.


Body Mesh

Enable shadows but disable contact shadows:

Cast Shadow → True
Cast Contact Shadow → False

This improves VR performance while maintaining proper character shading.


Notes

MetaHumans/Common
ABP_Face_PostProcess