Tutorial — MetaHumans in Unreal
Augmented Traveler local tutorial. Back to Unreal — Tutorials · MetaHuman process: MetaHuman — Process
How a MetaHuman is built, assembled and run inside Unreal 5.8, and where clothing, hair, animation and our conversation system plug in. Read this before touching a figure in the engine.
Draft. Written from Epic's MetaHuman 5.8 documentation. Confirm component names against the first assembled figure.
1. The life of a MetaHuman in Unreal
MetaHuman Character asset (in-editor MetaHuman Creator)
├─ Head & body: presets, Mesh to MetaHuman / From Custom Mesh, calibrated DNA from Maya
├─ Skin & eyes: textures (Texture Override, unbaked materials in 5.8)
├─ Hair & Clothing: grooms + Outfit Assets / Wardrobe Items ◀── Marvelous Designer
└─ Assemble ──▶ pipeline: UE Cine | UE Optimized (High/Medium/Low) | UEFN | DCC Export
└─▶ assembled Blueprint actor (BP_<Figure>) placed in levels
- The MetaHuman Character asset is the source. You edit it in MetaHuman Creator, which runs inside the Unreal editor.
- Assembly turns it into runtime assets. We make two per figure:
- UE Cine: full quality, about 1–2 GB, strand hair. Used for the kiosk and PC-VR.
- UE Optimized (High/Medium/Low): under 100 MB, compressed textures, strand hair on LOD0 only. Used for Quest, Vive standalone, Android XR, Vision Pro and phones.
- DCC Export (Export > DCC Export in 5.8) goes to Maya for Expression Editor and Pose Editor work (Tutorial — Obtaining Initial Head DNA).
- Re-assemble after every change to the Character asset. Never hand-edit the assembled output.
2. What the assembled Blueprint contains
| Part | What it does |
|---|---|
| Body skeletal mesh | The body, on the MetaHuman body skeleton |
| Face skeletal mesh | The head, driven by RigLogic from the DNA (joints plus corrective shapes) |
| Groom components | Hair, brows, lashes, beard (strands or cards) |
| Outfit / clothing | Chaos Cloth outfit or skinned clothing (Tutorial — Marvelous Designer Garment to MetaHuman Outfit) |
| LODSync | Keeps body, face, hair and clothes on matching LODs |
| Animation Blueprints / Control Rig | Body and face animation; the face rig can be keyed in Sequencer |
| Live Link | Takes live face or body data (Live Link Face, webcam, audio source) |
Rule: wrap it, don't edit it. Make a child Blueprint BP_AT_<Figure> that adds our components (conversation client, gaze target, caption anchor) and keeps the generated parts untouched. A re-assembly then won't wipe our work. Confirm the exact component names on the first figure and record them here.
3. How clothing gets onto a MetaHuman
Marvelous Designer doesn't talk to MetaHuman directly. The chain is:
- MD makes the garment and exports USD.
- Unreal turns the USD into a Cloth Asset (Chaos Cloth, built in the Dataflow editor), skin-weighted to the MetaHuman body.
- The Cloth Asset becomes an Outfit Asset (resizable), then a Wardrobe Item.
- MetaHuman Creator puts it on the character (Hair and Clothing → Outfit Clothing) and resizes it to the body. Resizing happens in the editor and is cooked into the build.
- Assembly carries it into the character Blueprint. Chaos Cloth simulates it at runtime, or it is skinned-only on light surfaces.
In short: Marvelous Designer makes the clothes, Unreal (Chaos Cloth plus the Outfit Asset) makes them wearable, and MetaHuman Creator dresses the figure. Full steps: Tutorial — Marvelous Designer Garment to MetaHuman Outfit.
4. How the figure moves and speaks
| Need | Unreal / MetaHuman feature | Our use |
|---|---|---|
| Recorded body performance | Mocap → cleaned in Maya (Tutorial — HumanIK Mocap Cleanup for MetaHuman) → Animation Sequences; MetaHuman 5.8 also does single-camera body capture | Monologues |
| Recorded face performance | MetaHuman Animator (iPhone/stereo capture → Performance asset → animation) | Monologues |
| Face from recorded audio (offline) | Audio-driven animation: a MetaHuman Performance asset turns a SoundWave into face animation, with mood overrides; UE 5.6+ | Quick lip sync for pickups and short lines |
| Face from live audio (real time) | MetaHuman Audio Live Link Source (MetaHuman Live Link plug-in); 5.8 adds a new real-time model; GPU-heavy | Q&A answers: the TTS voice drives the face. Must be tested in a packaged kiosk build (Tutorial — Authoring a Q&A Experience with Ambient Idle) |
| Idle life, gaze, gestures | Animation Blueprint (idle blend, Look At), hand Pose Assets (Tutorial — Hand Pose Library for Gestures), State Tree | Waiting between questions |
| Timeline control | Sequencer (Level Sequences, face Control Rig keys, audio, subtitles) | Tutorial — Sequencer for Monologues |
5. MetaHuman 5.8 features worth knowing
- Mesh to MetaHuman now converts full-body meshes of any topology.
- Unbaked textures and custom lighting in Creator.
- Per-platform RigLogic: FP16 on mobile, FP32 on desktop, which helps headsets.
- Automatic bone-count reduction for lighter builds.
- MetaHuman Collections (experimental crowds): possible background townspeople later.
- RTSP live video input for capture.
- Upgrading older characters: follow Epic's 5.8 upgrade scenarios.
6. Practice exercise
- Create a MetaHuman Character from a preset. Add a sample outfit and hair.
- Assemble it Cine, then Optimized Medium. Compare the file sizes and the look in the same level.
- Make a child Blueprint
BP_AT_Testwith a text-render component above the head. - Drop a SoundWave into a MetaHuman Performance asset (audio-driven) and play the result on the character.
- Write down every component name you see and update section 2.
Sources
- Epic, MetaHumans in Unreal Engine: https://dev.epicgames.com/documentation/metahuman/metahumans-in-unreal-engine?lang=en-US
- Epic, MetaHuman Creator in Unreal Engine: https://dev.epicgames.com/documentation/metahuman/metahuman-creator-in-unreal-engine
- Epic, Assembly: https://dev.epicgames.com/documentation/metahuman/assembly
- Epic, MetaHuman 5.8 release notes: https://dev.epicgames.com/documentation/metahuman/metahuman-5-8-release-notes-in-unreal-engine
- Epic, MetaHuman 5.8 upgrade scenarios: https://dev.epicgames.com/documentation/metahuman/metahuman-5-8-upgrade-scenarios-in-unreal-engine
- Epic, Audio-driven animation: https://dev.epicgames.com/documentation/en-us/metahuman/audio-driven-animation
- Epic, Realtime animation for MetaHumans: https://dev.epicgames.com/documentation/metahuman/realtime-animation-for-metahumans-in-unreal-engine?lang=en-US
- Epic, Using a MetaHuman Audio Source: https://dev.epicgames.com/documentation/en-us/metahuman/using-a-metahuman-audio-source
- Epic, Tailoring Your Own Wardrobe Items: https://dev.epicgames.com/documentation/metahuman/tailoring-your-own-wardrobe-items
- Full list: Sources — 2026-09-19