MetaHuman and Unreal Engine
Published on: Thursday, February 22, 2024 at 6:00 PM PST
Written by Josh Bright
Getting a character created in Meta-Human into Unreal Engine has a few steps that I need remembering
Setting up MetaHuman
- First go to https://metahuman.unrealengine.com
- Click Launch latest MetaHuman Creator button
Creating Character in Meta Human
- Click the create button, and select a pre-defined character to start with.
- Go through the menu on the left to update the character to what you want
- Name the character by clicking the edit icon in the upper right part of the page
- Close the window
Importing Character into Unreal Engine
- Click the “Quickly add to the project” button in Unreal Engine, and choose Quixel Bridge
- Ensure you are logged in on this new window
- Click on MetaHumans on the left navigation menu, and then click on My MetaHumans
- You should now see a list of the characters you have created
- Choose a quality setting in the bottom right, and then click download
- After the download is finished, click the blue add button next to the download button
- Once downloaded, you sould now have a MetaHumans folder in your Content folder, drag out your character to the scene
Fixing Blueprints
- First, duplicate the character in the Content folder and add Player at the end of the name.
- Double click on the new duplicated character and it should open in the blueprint editor.
- You will notice some compiler errors at the bottom.
- Double click the first error, and it will highlight the problem node.
- Delete the problem node, and drag out a connector from the node it was connected to, and add in a new Get Skeletal Mesh Asset node, and reconnect it to the nodes the deleted node was connected to.
- Hit compile and that error should be gone now.
- Double click the next error, and perform the same action. Delete the highlighted node, re-drag out from the node it was connected to, and add in a new Get Skeletal Mesh Asset node. Reconnect it to where the old one was connected to.
- Hit compile again and that error should now be gone as well.
- There should no longer be any errors.
Class Settings
- We next need to update the character to act as a player instead of just a MetaHuman.
- Click class settings at the top of the window.
- Change the parent class to BP_ThirdPersonCharacter in the side menu under Class Options.
- You’ll notice the default mannequin object will now be in the scene along with your character.
- On the left tree menu for the character, we. need to find the Body node (under Root), and drag it so it is a child of Mesh (Character Mesh)
- Next, reset the location values on the right side so that they are all 0. This should bring down the character to be more aligned with the default mannequin.
- Reset the rotation also.
- In the object tree on the left, delete the Root node that the Body was under originally.
Fixing Animations and Mannequin
- On the left hand side under the tree, find the Variables menu, and look for Live Retarget, open that menu.
- Double click the “Use Live Retarget Mode” menu item.
- On the right menu, click the “Use Live Retarget Mode” checkbox.
- The MetaHuman should now be moving along with the mannequin.
- Next, click on the Mesh node in the scene tree (where body was dragged to earlier)
- On the right side, search for visible, and under Optimization, find the Visiblity Based Anim Tick Option and change it to “Always Tick Pose and Refresh Bones”
- Next, uncheck the Visible checkbox under the Rendering menu, which should now hide the mannequin.
- Click on Compile, and an error should pop up. Double click the error, and it will bring you to the blueprint editor.
- To fix, drag the Mesh node in the scene tree into the graph area, and drag that node into the target slot in the node that shows the error.
- Click on Compile again and it should fix that error.
Test in Game
- In the Content Browser, go to the Content->Third Person->Blueprints folder and open the BP_ThirdPersonGameMode
- Change the Default Pawn Class and choose the MetaHuman you created earlier.
- Hit Compile, and then hit Play. You should now have the MetaHuman, but you aren’t able to control it yet.
- To fix, back in the Content Browser, open up the BP_ThirdPersonCharacter blueprint.
- Highlight all the nodes and copy them.
- Go back to the Content Browser, and go to the “Player” version of your character, and double click it.
- Click the Event Graph tab.
- Paste the nodes you copied earlier.
- A error will show up, mainly saying that we now have two Begin Play nodes.
- Delete the Begin Play node that was pasted, and connect the existing Begin Play node to where the old one was connected to.
- Hit Compile, and then when you play, you should be able to control your MetaHuman now!