Importing a MetaHuman character into Unreal Engine 5 (UE5) might seem daunting at first, but it’s actually a straightforward process once you know the steps. This comprehensive guide will walk you through everything you need to know – from locating your custom MetaHuman after creation, to downloading it via Quixel Bridge, troubleshooting common issues, and optimizing your MetaHuman for use in UE5. Whether you’re a beginner or an experienced artist, you’ll find valuable tips to ensure your MetaHuman looks and performs great in Unreal Engine. Let’s dive in.
How do I import a MetaHuman into Unreal Engine 5?
To import a MetaHuman into Unreal Engine 5 (UE5), you use the integrated Quixel Bridge plugin, leveraging MetaHuman Creator for character creation. First, create or select a MetaHuman in the cloud-based MetaHuman Creator, saving it to your Epic Games account. In UE5, access Quixel Bridge via the Content menu, locate your MetaHuman under “My MetaHumans,” and download the assets by selecting a quality level (High, Medium, or Low). After downloading, export the MetaHuman to your project, enabling required plugins like Groom and Control Rig if prompted, and restart UE5. The MetaHuman appears in the Content Browser under a MetaHumans folder, ready to be dragged into your scene as a fully rigged Blueprint.
This process ensures a seamless import, allowing you to integrate high-quality digital humans into your UE5 projects. Subsequent sections detail troubleshooting, plugin requirements, and customization to enhance your workflow.

Where do I find the MetaHuman after creating it in MetaHuman Creator?
After creating a MetaHuman in the browser-based MetaHuman Creator, it is saved to your Epic Games account’s library, not as a direct file download. Access it in UE5 via the Quixel Bridge plugin under the “My MetaHumans” section.
If your MetaHuman doesn’t appear, ensure:
- Account: You’re signed into Bridge with the same Epic Games account used in MetaHuman Creator. Using a different account will prevent access to your character. A common issue is accidental use of multiple Epic accounts. Verify your login details in both MetaHuman Creator and Bridge. Switching accounts may be necessary if the character was created under a different email. This ensures your library syncs correctly.
- Bridge Version: The Quixel Bridge plugin in UE5 is up to date. Outdated versions may fail to sync your MetaHuman library. An outdated Bridge can cause syncing issues, requiring an update through the Epic Games Launcher. Restart UE5 after updating to refresh the plugin. This resolves most visibility problems. Check the plugin version in UE5’s Plugins menu.
- Connection: Your internet connection is stable, as MetaHuman Creator relies on cloud syncing. It may take a moment for new characters to appear in Bridge. Cloud syncing can be delayed by unstable connections. Refresh the Bridge window after a minute if the character doesn’t appear. Ensure no network interruptions occur during creation. A stable connection is critical for library updates.
Bridge, integrated in UE5, is the hub for retrieving and importing MetaHumans. Always use the same account and ensure plugin updates for smooth access.
How do I download MetaHuman from Quixel Bridge to Unreal Engine 5?
To download a MetaHuman from Quixel Bridge to UE5, select your character in the Bridge plugin and follow these steps:
- Choose Quality Level: Select a quality level (Low, Medium, High, or Cinematic) in the MetaHuman’s Bridge panel, with High offering up to 8K textures and LOD 0 meshes. Higher quality levels provide detailed textures and meshes for cinematic use. Medium or Low reduces download time and storage needs. Choose based on project requirements. Quality impacts generation and download duration.
- Download the Assets: Click the Download button to generate and download assets from the cloud, which may take minutes depending on quality and server load. Cloud generation for high-quality assets can queue during peak times. A progress bar shows download status. Ensure a stable internet connection to avoid interruptions. Downloads resume if paused, but completion is faster uninterrupted.
- Export (Add to Project): Use the Export icon for quick export at highest quality or the Add button to select a specific quality level and import to UE5. Quick Export simplifies the process for highest quality. The Add button allows flexibility in choosing downloaded quality levels. A progress bar tracks the import. UE5 may prompt for plugin activation during this step.
- Restart if Prompted: Restart UE5 if prompted to enable plugins like Rig Logic, ensuring MetaHuman functionality. Restarting applies plugin settings critical for MetaHuman assets. Save your project before restarting. This step ensures proper loading of meshes and rigs. Skipping it may cause import issues.
After import, the MetaHuman resides in the Content/MetaHumans folder, with a character-specific folder and shared Common assets. Bridge automates the process, but enabling plugins and restarting UE5 are key for functionality.

Why isn’t my MetaHuman showing up in Unreal Engine after import?
If your MetaHuman isn’t appearing in UE5 after import, troubleshoot with these steps:
- Check Content Browser: Ensure the MetaHumans folder is visible in the Content Browser under Content/MetaHumans, and clear any filters hiding assets. Filters in the Content Browser can obscure MetaHuman assets. Expand the MetaHumans folder to locate your character’s subfolder. Clear filters via the Content Browser settings. This ensures all imported assets are visible.
- Confirm Download/Export: Verify in Bridge that the MetaHuman is marked “Downloaded” and exported to the project; re-export if interrupted. Prematurely closing Bridge or UE5 can halt imports. Check Bridge’s status to confirm completion. Re-exporting skips re-downloading if assets are intact. Monitor UE5’s Output Log for errors.
- Update Bridge: Ensure the Bridge plugin is updated and you’re signed into the correct Epic Games account. An outdated Bridge may fail to display or export MetaHumans. Update via the Epic Games Launcher and restart UE5. Verify your account matches the MetaHuman Creator login. This syncs your library correctly.
- Restart UE5: Restart the editor to refresh the UI and apply plugin settings, as MetaHumans require a restart to display correctly. UI glitches can hide imported assets. Restarting UE5 after enabling plugins resolves most visibility issues. Save your project before restarting. This step is often prompted during initial import.
- Non-ASCII Names: Rename MetaHumans with non-ASCII characters in MetaHuman Creator to standard English letters to avoid export failures. Special characters in names can cause import issues. Rename in MetaHuman Creator and re-export. This is more common with older MetaHumans. Standard naming prevents silent failures.
If issues persist, test importing a preset MetaHuman or check the Output Log for errors. Most problems stem from incomplete exports, outdated plugins, or plugin activation failures, resolved by re-exporting or restarting.
What plugins do I need to enable to use MetaHuman in UE5?
MetaHumans rely on several UE5 plugins to work correctly. The good news is that when you first import a MetaHuman via Bridge, Unreal will automatically prompt you to enable any missing plugins or project settings. You can simply accept those prompts. However, it’s useful to know which plugins are required in case you need to enable them manually. According to Epic’s documentation, the following plugins should be enabled for MetaHumans:
- Megascans Plugin – Facilitates Quixel Bridge integration. This is what allows the one-click import from Bridge to Unreal. (Usually enabled by default in UE5 projects.)
- Groom – Enables support for strand-based hair and fur. MetaHumans use Groom assets for hair, eyebrows, and eyelashes, so this must be on to render the hair strands.
- Rig Logic – Provides support for the MetaHuman facial rig. This plugin, developed by 3Lateral, drives the facial animations (the MetaHuman DNA and facial bone mappings) so that expressions and lip-sync can work. Without Rig Logic, the face mesh won’t animate properly.
- Live Link – Allows streaming animation data from external sources (like Maya, MotionBuilder, or an iPhone via Live Link Face app). It’s not strictly required to import a MetaHuman, but if you plan to do facial motion capture or live animation, Live Link needs to be enabled.
- Live Link Control Rig – Adds functionality for driving Control Rigs with Live Link data. This works in tandem with Live Link, specifically for applying live mocap to the MetaHuman Control Rig.
- Control Rig – The Control Rig system allows you to create and use rig hierarchies for animation inside Unreal. MetaHumans come with a pre-built Control Rig for the body (and a separate face rig used behind the scenes). Enabling this lets you use Unreal’s Control Rig Editor and animate the character within UE5 (for example, in Sequencer).
In UE5, these plugins are usually included out-of-the-box. The first import of a MetaHuman triggers a toast message to enable them. If you happened to skip those prompts or need to verify, you can go to Edit > Plugins in the Unreal Editor and search for each plugin to ensure it’s activated. After enabling any of these, you will need to restart the editor for them to take effect. Additionally, the project’s Rendering settings will be adjusted on first MetaHuman import to support MetaHuman-specific requirements like 16-bit bone indices.

How do I fix missing textures or materials after importing MetaHuman?
If a MetaHuman’s textures or materials are missing post-import, showing as grey or incorrect, try these fixes:
- Allow Shader Compilation: Wait for UE5 to compile shaders, as MetaHumans use complex materials that may initially appear grey until compilation completes. Shader compilation can take several minutes for high-quality MetaHumans. Monitor the compilation progress in UE5’s corner bar. Textures like skin and eyes appear once finished. Avoid interrupting this process.
- Check Material Instances: Verify texture assignments in Material Instances for affected parts, reassigning textures from the character’s folder if empty. Import glitches may unassign textures in Material Instances. Open the instance (e.g., body material) and check albedo, normal slots. Reassign matching textures (e.g., Body_ALBD) manually. Reimporting the MetaHuman can also fix this.
- Don’t Move Files: Keep the MetaHumans folder structure intact, as moving files manually can break texture references, causing missing materials. Moving assets outside UE5’s Content Browser disrupts material references. Always reorganize within the editor to update references automatically. Broken references show as checkered or grey. Revert moves or relink textures if needed.
- Re-download Assets: Remove and re-download the MetaHuman in Bridge to ensure all textures and materials are fetched correctly. Network issues during download may corrupt assets. Delete the character’s folder in UE5 or Bridge’s Local tab, then re-download. This ensures a fresh import. Avoid interruptions during the process.
Most issues resolve by waiting for shaders, maintaining folder structure, or reimporting. Ensure imports complete uninterrupted and use the latest Bridge plugin for compatibility.
Can I import multiple MetaHumans into the same UE5 project?
Yes, you can import multiple MetaHumans into a single UE5 project for scenes or games, with Bridge managing assets efficiently:
- Unique Folders: Each MetaHuman gets a named folder (e.g., MetaHumans/Alex/) for unique assets, with shared assets in MetaHumans/Common/. This structure organizes assets clearly, preventing overlap. Character-specific meshes and textures stay separate. The Common folder reduces redundancy. Maintain this setup for asset integrity.
- Shared Assets: Common assets like skeletons and eye materials are reused, minimizing disk space for additional MetaHumans. The Common folder, imported with the first MetaHuman, supports all characters. Subsequent imports add only unique assets, saving space. This optimizes project size. Bridge ensures no duplication occurs.
- Performance Considerations: Use lower LODs or quality levels for distant MetaHumans to manage performance with multiple characters. High-quality MetaHumans are resource-intensive. Adjust LODs for NPCs to optimize real-time performance. Hardware limits apply to simultaneous characters. Test performance in complex scenes.
- Naming Conflicts: Ensure unique MetaHuman names in Creator to avoid folder conflicts during import. Identical names may cause asset overwrites. Bridge may append suffixes, but unique names are safer. Rename in Creator if needed. This prevents import errors.
Multiple MetaHumans integrate seamlessly via Bridge, with shared assets optimizing space. Monitor performance and ensure unique naming for smooth project management.

What version of Unreal Engine is best for importing MetaHuman characters?
Unreal Engine 5 (UE5) is the optimal choice for importing MetaHumans, offering seamless integration and the latest features. Specifically, UE5.2 or later is recommended, as it supports advanced tools like MetaHuman Animator introduced in mid-2023. These versions ensure compatibility with the latest MetaHuman assets and facial animation enhancements. Using the most recent stable UE5 release future-proofs your project, incorporating updates like improved hair shaders or performance optimizations.
While UE4.26.2+ supports MetaHumans, it requires the standalone Quixel Bridge app and lacks newer features like Animator. UE4.27 is viable but limited to older MetaHuman capabilities, making UE5 preferable for modern workflows. Always use the latest UE5 version to leverage ongoing MetaHuman improvements and ensure compatibility with assets generated by MetaHuman Creator.
How do I retarget animations to a MetaHuman after importing?
To retarget animations to a MetaHuman’s skeleton in UE5, use the IK Retargeter to map animations from another humanoid rig (e.g., UE5 Mannequin):
- Locate IK Rig: Find the MetaHuman’s IK Rig (e.g., IK_MetaHuman) in MetaHumans/Common/ for body animation retargeting. The IK Rig is pre-included with MetaHumans. It’s located in the Common folder for shared use. Assign the MetaHuman’s skeletal mesh as the preview. This sets up the target rig.
- Set Source IK Rig: Use or create an IK Rig for the source skeleton, like the UE5 Mannequin’s IK_Mannequin. Source rigs depend on the animation’s origin. UE5 may provide a Mannequin IK Rig, or create one manually. Ensure all necessary bones are included. This defines the animation source.
- Create IK Retargeter: Create an IK Retargeter asset, selecting the source (e.g., Mannequin) and target (MetaHuman) IK Rigs. The Retargeter maps bones between rigs. Auto-mapping handles similar bone names. Adjust poses if needed for alignment. This links source and target skeletons.
- Retarget Animation: Drag source animations into the Retargeter and export them as new MetaHuman-compatible animations. Exporting creates animations for the MetaHuman skeleton. New assets appear in a Retargeted folder. Apply these to the MetaHuman’s Blueprint or Sequencer. Test animations in the editor.
Retargeted animations allow MetaHumans to use existing animations, enabling integration into games or cinematics. The IK Retargeter simplifies this process, with reusable setups for multiple animations.

Can I import a custom MetaHuman with facial blendshapes into UE5?
Yes, you can import a custom character as a MetaHuman with facial blendshapes using the Mesh to MetaHuman workflow. Import a custom head mesh (e.g., from Blender or a 3D scan) into UE5, then use the MetaHuman Plugin’s Mesh to MetaHuman feature to fit it to a template. Submit it to Epic’s online system, which generates a fully rigged MetaHuman with 52 ARKit blendshapes and correctives, accessible via MetaHuman Creator and Bridge. Body shapes are limited to Creator presets, but the head retains your custom design. Direct imports of non-MetaHuman rigs are possible but lack MetaHuman-specific features like Control Rig compatibility without extensive setup.
How do I organize MetaHuman files after import for clean project structure?
To maintain a clean project, use Bridge’s default MetaHuman folder structure:
- Understand Folder Structure: Each MetaHuman has a named folder (e.g., MetaHumans/JohnDoe/) for unique assets and a Common folder for shared assets like skeletons. The structure ensures references remain intact. Unique folders hold character-specific meshes and textures. The Common folder supports all MetaHumans. Avoid altering its contents.
- Renaming: Rename MetaHuman Blueprints or folders within UE5’s Content Browser to update references safely. Renaming in the editor prevents broken links. Avoid renaming the Common folder. Re-export from Creator for major name changes. This maintains asset integrity.
- Moving Folders: Move the entire MetaHumans folder within the Content Browser to reorganize, ensuring Common moves with it. Moving updates references automatically in UE5. Verify Blueprints post-move for material assignments. Avoid manual file moves outside the editor. Test functionality after reorganization.
- Source Control: Treat the MetaHumans folder as a unit in source control to avoid partial updates breaking dependencies. Check in all MetaHuman files together. Ensure Common updates are included. This prevents asset conflicts. Coordinate team updates carefully.
Keep the default structure, move folders within UE5, and manage source control holistically to ensure references remain valid and the project stays organized.
Can I import MetaHuman into an existing third-person or first-person project?
Yes, MetaHumans can be integrated into existing UE5 third-person or first-person projects:
- Import via Bridge: Use Bridge to import the MetaHuman into the project’s MetaHumans folder. Bridge handles asset placement seamlessly. Import as described earlier. Assets appear under Content/MetaHumans. Ensure plugins are enabled post-import.
- Replace Character Mesh: Retarget project animations to the MetaHuman skeleton and swap the default mesh (e.g., Mannequin) with the MetaHuman’s in the character Blueprint. Retargeting ensures animation compatibility. Update the Blueprint’s Skeletal Mesh component. Assign a retargeted Animation Blueprint. This maintains existing gameplay logic.
- Use MetaHuman Blueprint: Set the MetaHuman’s Blueprint (e.g., BP_JohnDoe) as the player pawn in the Game Mode, adding input logic as needed. The MetaHuman Blueprint includes face and body setup. Modify the Game Mode to use it. Add movement logic via inheritance. This is ideal for close-up scenes.
- Adjust Camera/Height: Modify the camera’s SpringArm or capsule size to fit the MetaHuman’s proportions. MetaHumans may differ in height from defaults. Adjust the SpringArm length or offset. Ensure the camera frames correctly. Test for clipping issues.
For first-person, hide the head or use separate arms meshes. Retarget animations and update Blueprints to replace default characters, ensuring smooth integration.

How do I use MetaHuman with Control Rig in Unreal Engine 5?
To animate MetaHumans using Control Rig in UE5, leverage their pre-built body and face rigs:
- Enable Control Rig Plugin: Ensure the Control Rig plugin is active, typically enabled during MetaHuman import. The plugin is required for rig manipulation. Check under Edit > Plugins in UE5. Restart if newly enabled. This unlocks animation tools.
- Add to Sequencer: Add the MetaHuman to a Level Sequence and assign the MetaHuman_ControlRig for posing. Sequencer enables timeline-based animation. Add the MetaHuman via +Track. Select the Control Rig from the Common folder. This sets up the animation track.
- Animate with Controls: Use rig gizmos in the viewport to pose the MetaHuman, keyframing movements in Sequencer. Gizmos control limbs and joints. Keyframe poses at different frames for animation. Scrub the timeline to preview. This creates smooth, custom animations.
- Facial Control Rig: Add the face component in Sequencer and use its Control Rig or pose library for facial animations. The facial rig uses blendshapes for expressions. Access preset poses via the Face Board. Keyframe blendshape curves for detailed control. This enhances emotional storytelling.
Control Rig enables intuitive in-engine animation via Sequencer, ideal for cinematics or procedural setups, with real-time feedback.
How long does it take to import a high-quality MetaHuman into UE5?
Importing a high-quality MetaHuman into UE5 involves several stages, with total time ranging from 10 to 30 minutes depending on factors like internet speed and hardware:
- Cloud Generation: Generating a new high-quality MetaHuman in the cloud takes 1–10 minutes, depending on server load. First-time generation creates textures and meshes. High-quality assets may queue longer. Progress may stall briefly before advancing. Servers prioritize based on demand.
- Downloading Assets: Downloading 1–2 GB of assets takes 3–30 minutes, based on connection speed (e.g., 3 minutes at 100 Mbps, longer at 10 Mbps). Download time scales with bandwidth. High-quality textures are large. Bridge supports resuming if interrupted. Stable connections speed up this step.
- Importing into UE: Importing assets into the project takes under a minute on an SSD, involving file copying and registration. Import speed depends on storage. SSDs handle file I/O quickly. UE5 may freeze briefly during this step. More assets increase import time slightly.
- Shader Compilation: Compiling complex shaders for skin and hair takes 2–10 minutes, depending on CPU performance. Shaders compile once per machine. High-quality materials are resource-heavy. Monitor progress in UE5’s corner bar. Multi-core CPUs reduce time.
For faster imports, use Medium or Low quality. Queue multiple MetaHumans in Bridge to streamline generation, though downloads remain sequential.

Can I edit the MetaHuman’s body or outfit after importing to Unreal?
MetaHuman body shapes and facial features are fixed by the MetaHuman Creator’s DNA file, requiring re-editing in Creator for changes. However, outfits and cosmetics can be modified in UE5:
- Body Shape/Face: Return to MetaHuman Creator to adjust body type or facial features, then re-import the updated MetaHuman. UE5 lacks tools to edit MetaHuman DNA directly. Creator offers body and face customization. Re-importing updates the character fully. This is the intended workflow.
- Outfit Changes: Swap clothing meshes (e.g., shirts, pants) with other MetaHuman-compatible or custom meshes rigged to the same skeleton. Clothing is modular and separate. Import custom meshes from Blender or Marvelous Designer. Attach via Blueprints to the skeleton. Ensure proper rigging for animation.
- Material Tweaks: Adjust clothing or skin Material Instances to change colors, patterns, or textures. Material Instances allow color or texture swaps. Edit in UE5 or external editors for new designs. Apply to clothing or skin for cosmetic changes. This offers quick visual updates.
- Hair Customization: Replace hair with new groom assets or third-party tools like PixelHair for unique styles. Import new groom assets to change hairstyles. Attach to the head bone in the Blueprint. Disable default hair if present. This expands hairstyle variety.
Custom clothing or hair requires external modeling and rigging to the MetaHuman skeleton. Material tweaks offer simpler customization within UE5.
How can PixelHair be used to customize hairstyles after importing MetaHuman into Unreal Engine 5?
PixelHair enables custom hairstyles for MetaHumans using Blender and UE5 groom assets:
- What is PixelHair?: PixelHair provides realistic hair grooms created in Blender, exportable to UE5 with a hair cap mesh for fitting. PixelHair offers detailed, voluminous hairstyles. It includes pre-made or customizable grooms. The hair cap ensures scalp alignment. It’s ideal for unique styles.
- Create/Choose Hairstyle: Use PixelHair’s Blender tools to design a hairstyle or select a pre-made style like braids. Blender’s particle system shapes the hair. Pre-made styles save time. Adjust for desired look or cultural accuracy. PixelHair supports diverse hairstyles.
- Fit to MetaHuman: Import the MetaHuman’s head into Blender, shrink-wrap the PixelHair cap to fit, and groom the hair. The hair cap conforms to the scalp shape. Export the MetaHuman head as FBX for reference. Groom particles for proper placement. This ensures a snug fit.
- Import and Attach: Export as an Alembic groom, import into UE5, and attach to the MetaHuman’s head bone in the Blueprint. Use UE5’s Groom plugin for import. Attach the groom and cap to the head bone. Disable default hair if needed. Adjust materials for realism.
PixelHair extends MetaHuman hair options, offering detailed, reusable grooms for unique character designs, integrated via UE5’s Blueprint system.

How do I set up lighting to make MetaHuman look realistic after import?
To achieve realistic lighting for MetaHumans in Unreal Engine 5 (UE5), use advanced systems like Lumen for dynamic global illumination and reflections, ideal for real-time scenes with soft, natural light bounces. For cinematics, Path Tracer provides ray-traced accuracy for skin, eyes, and hair, though it’s not suited for gameplay. A three-point lighting setup, Key Light, Fill Light, and Rim Light, enhances facial depth and separates the character from the background.
Eye reflections require bright sources or environment maps for lifelike catchlights, leveraging MetaHuman’s advanced eye shaders. Subsurface scattering for skin demands balanced lighting to highlight translucency, with Subsurface Scattering enabled in post-process settings. Use physically based light units (e.g., 100,000 lux for sunlight) and manual exposure to maintain consistency. An HDRI Skylight adds environmental realism, while ray-traced shadows improve hair detail. Post-process tweaks like contrast and bloom mimic real camera effects.
Ray tracing offers peak realism but is performance-heavy, while Lumen balances quality and speed for gameplay. A well-lit 3D environment or HDRI backdrop ensures color bleed and grounding. Treat the scene like a virtual photography studio, focusing on light placement and camera calibration for photorealistic results.
Can I animate MetaHuman immediately after importing into Unreal Engine?
Yes – once your MetaHuman is imported and all the required plugins are enabled, the character is fully rigged and ready for animation right away. There’s no additional rigging step needed on your part. MetaHumans come with a complete skeleton for body and face, plus the control rig and physics assets, so you can begin animating through various methods:
- Using Existing Animations: If you have animations (either from the Unreal templates or custom ones), you can retarget them to the MetaHuman skeleton and play them. Retargeted animations from sources like the UE5 Mannequin work seamlessly. Assign them to the MetaHuman’s skeletal mesh for instant playback. The skeleton’s compatibility ensures accurate movement. This makes MetaHumans game-ready immediately.
- Control Rig / Keyframe Animation: As covered, you can open Sequencer and start keyframing the MetaHuman with its Control Rig immediately. The Control Rig enables manual posing in Sequencer for cutscenes. Keyframe body movements without additional setup. The plugin must be enabled. This is ideal for cinematic animations.
- Live Link Face / Performance Capture: If you want to do facial animation quickly, you can use the Live Link Face app (or any Live Link source) to drive the MetaHuman’s face. Since the Rig Logic and ARKit blendshapes are in place, you just:
- Enable Live Link plugin (which is already recommended for MetaHumans).
- Run the Live Link Face app on an iPhone (or use ARKit face data).
- In Unreal, assign the Live Link Face subject to your MetaHuman’s Face Animation Blueprint (MetaHumans come with a default LiveLink-driven facial anim BP).
- Press play and see your MetaHuman mimic your facial expressions in real time. Live Link streams facial data instantly. The MetaHuman’s rig supports ARKit blendshapes for realistic expressions. Assign the Face Animation Blueprint in UE5. Real-time facial animation is ready out of the box.
- Gameplay Animation Blueprint: For controlling the MetaHuman in gameplay (e.g., as a player character or NPC), you would create an Animation Blueprint that uses the usual state machines (idle, walk, run) but on the MetaHuman skeleton. Create or retarget an Animation Blueprint for gameplay states. Assign it to the skeletal mesh for responsive movement. Add facial AnimBP for idle expressions like blinking. This ensures dynamic character behavior.
- Ragdoll and Physics: MetaHumans come with a physics asset (for ragdoll simulations). The physics asset enables instant ragdoll effects. Clothing may include Chaos cloth simulation if enabled. Ensure Chaos cloth settings are active. This adds realism to physical interactions.
MetaHumans are animation-ready post-import with no extra rigging. Use Sequencer, Animation Blueprints, or Live Link for immediate cinematic or gameplay animation.

What is the best way to optimize a MetaHuman for gameplay in UE5?
High-quality MetaHumans are resource-heavy, requiring optimization for gameplay in UE5 to maintain performance. Here are the best practices:
- Use Appropriate LODs: MetaHumans come with multiple Levels of Detail (LOD0 being the highest). LODSync swaps LODs based on camera distance. Configure it to use LOD1 or LOD2 earlier for efficiency. Lower LODs reduce polygons significantly. Hair grooms shift to cards at distance.
- Texture Size Reduction: High-quality MetaHumans use 4K and 8K textures for skin, eyes, etc. Select Medium (4K) or Low (2K) quality in Bridge. Adjust LOD Bias to lower resolution. Mipmaps scale textures for distance. This saves memory effectively.
- Simplify Materials: The MetaHuman skin material is complex (subsurface scattering, dual normals, wrinkle maps if enabled). Disable wrinkle maps or microdetails for NPCs. Use baked normal maps to cut texture sampling. Force hair to card LODs for distant characters. This reduces shader load.
- Bone Count and Influences: MetaHumans have more bones than the UE mannequin (especially in the face). Disable facial rigs for distant NPCs. Limit vertex bone influences to four for GPU efficiency. Critical for mobile platforms. Desktop/console handle higher counts.
LOD management and texture reduction are key for gameplay performance. Simplifying materials and bone counts ensures efficiency, especially for multiple characters.
Are there any performance issues with importing MetaHuman into mobile or VR projects?
MetaHumans can work in mobile or VR projects, but performance issues arise without optimization:
- Mobile:
- LOD and Bone Limits: Mobile GPUs have a strict bone limit of 75 bones per draw call. Set Compat.MAX_GPUSKIN_BONES=75 to cap bones. Exclude facial rigs for mobile. Use LOD3 or higher to simplify skeletons. This ensures mobile compatibility.
- Hair: Strand hair does not run well on mobile. Use hair cards or bald models with helmets. Strand grooms are unsupported on OpenGL ES. Cards are textured polygons for efficiency. This reduces rendering load.
- Textures: Reduce all textures to 2K or less for mobile. Max 2048 resolution with compressed formats. Lower mipmaps for distant assets. Saves significant RAM. Essential for mobile performance.
- Materials: Use the Mobile versions of materials. Simplify skin materials without subsurface scattering. Avoid deferred shading complexity. Use basic shading models. This speeds up rendering.
- VR:
- Poly Count: VR doesn’t necessarily handle extremely high poly characters well. Cap at LOD1 or LOD2 to maintain 90 FPS. Use aggressively for complex scenes. Limit detail for non-critical characters. Prevents frame rate drops.
- Rendering: Hair is tricky in VR. Use hair cards to avoid aliasing. Apply temporal AA or MSAA for quality. Simplify transparency in eye materials. Ensures stable rendering.
- Lighting: Use static or baked lighting for environments. Baked lighting frees GPU for MetaHumans. Limit dynamic lights. Simplify materials for VR. Maintains consistent frame rates.
- Memory: Both mobile and standalone VR headsets (like Quest) have limited memory. Use Medium quality imports. Remove high LOD assets. Unload unused assets dynamically. Prevents memory crashes.
Unoptimized MetaHumans are heavy for mobile and VR. Optimizing LODs, textures, and materials makes them feasible, with mobile resembling older high-end characters and VR requiring frame rate focus.

Where can I find tutorials for importing and setting up MetaHuman in Unreal Engine 5?
There are a number of excellent resources and tutorials available to help you with MetaHumans in UE5. Here are some of the most useful places to look:
- Official Epic Games MetaHuman Documentation: Epic’s documentation site has a whole section on MetaHumans, including Downloading and Exporting MetaHumans (covering the Bridge workflow) and MetaHuman for Unreal Engine guides.
- Quixel Bridge Tutorials: The Quixel team (now part of Epic) has blog posts and videos on using Bridge with MetaHumans.
- Epic Developer Community Forums & Learning: The Unreal Engine forums have a MetaHuman section where you can find Q&As and community-made tutorials.
- YouTube Tutorials (Community): Many Unreal Engine content creators have made tutorials on MetaHumans.
- PixelHair Tutorials: If you are specifically interested in customizing hair (as per the earlier question on PixelHair), the creator of PixelHair likely has tutorials.
- Blender to MetaHuman (Mesh to MetaHuman): Epic’s documentation includes a Mesh to MetaHuman Quick Start if you plan to import custom faces.
- Unreal Engine Official YouTube: Don’t forget Epic’s own YouTube channel.
- Step-by-Step Written Guides: Besides Epic’s official docs, websites like 80.lv or CGSociety occasionally publish articles or interviews with artists who used MetaHumans, which sometimes include tips or mini-tutorials.
Start with Epic’s documentation for accurate steps, then use YouTube and community tutorials for practical guidance on specific tasks like animation or customization.
FAQ (Frequently Asked Questions)
- Do I need Quixel Bridge to import MetaHumans into UE5?
Quixel Bridge is required in UE5 to download and export MetaHuman assets via its integrated plugin. Log into Bridge with your Epic account to access “My MetaHumans” and use download/add to bring them into your project. Bridge fetches the assets from the cloud; without it you cannot retrieve MetaHumans into Unreal. Bridge resides under the Content menu in UE5 and must be enabled before importing. - Why do I have to restart Unreal Engine after adding a MetaHuman?
The initial MetaHuman import enables required plugins (Groom, Control Rig, etc.) and adjusts project settings for additional bones. These changes only take effect after an engine restart, ensuring all new plugins and settings are loaded. Restarting UE5 guarantees that facial rig logic and skeleton support function correctly. Without restarting, the MetaHuman character may not import or animate properly. - How big are MetaHuman files and can I reduce their size?
High-quality MetaHumans often occupy several GB due to up to 8K textures and detailed meshes. In Bridge, you can select Medium or Low quality to download 4K or 2K textures, significantly reducing size. After import you can further shrink assets by lowering texture resolutions or stripping unused LODs. Using Medium settings is a common way to save disk space without sacrificing core detail. - Why is my MetaHuman missing hair or bald in Unreal Engine?
Baldness at distance is due to hair LOD: many strand grooms only include LOD0-1 and have no lower-LOD hair cards. When the camera exceeds LOD1, hair disappears, leaving the character bald. Fix by picking a hairstyle that supports all LOD levels or by forcing hair to LOD0 at all distances. Be aware that forcing LOD0 keeps hair visible but can impact performance on many characters. - What if exporting a MetaHuman from Bridge to Unreal fails with no error?
A silent export failure often stems from non-ASCII characters (accents, symbols) in the MetaHuman’s name. Rename your character using only standard English letters, numbers, or underscores, then re-export. Also verify that Bridge and UE5 are both up to date and that you’re signed into the same Epic account. Correct naming and version alignment usually resolves the silent export issue. - Can I use MetaHumans in Unreal Engine 4?
MetaHumans work in Unreal Engine 4.26.2 and above, but you must use the standalone Quixel Bridge application. Since UE4 lacks integrated Bridge, download assets externally and then import them into your UE4 project. Newer features, such as MetaHuman Animator, require UE5, so some capabilities won’t be available in UE4. For best compatibility and full feature set, Epic strongly recommends using Unreal Engine 5. - Can I export a MetaHuman to Blender or other software?
You can export MetaHuman meshes (e.g., via FBX) to external DCC tools like Blender or Maya for custom edits. However, the license mandates that final renders or shipped products use Unreal Engine. While you may kitbash or texture externally, the ultimate output must pass through UE. Direct use of MetaHumans in other engines or renders (e.g., Unity, Blender) for commercial projects is prohibited. - How do I use the same MetaHuman in another project or share it with teammates?
To reuse a MetaHuman, re-import it via Bridge under your Epic account’s “My MetaHumans.” Alternatively, use UE’s Asset Migration to copy the character’s folder and the Common folder into the new project. Ensure the destination project has the same plugins and settings enabled for MetaHumans. To share with teammates, include the uasset files in source control or migrate the assets into their project. - Are MetaHumans suitable for VR or mobile games?
MetaHumans can run on mobile and VR but require significant optimization (use LOD3+, hair cards, smaller textures). Mobile platforms impose a 75-bone-per-mesh limit, so you may need to simplify the rig or split meshes. For VR’s 90 fps stereo, reduce polygon counts and optimize default skin and hair materials. Epic’s demos show feasibility, but expect quality trade-offs to maintain performance. - Do MetaHumans come with animations or do I need to create them?
MetaHumans include only a basic idle pose, they do not come with full animations. You must create or import animations, but the standard skeleton lets you retarget existing UE mannequin animations.For facial movement, use Live Link, Control Rig, or manual keyframe animation to drive blendshapes. Think of MetaHuman as a puppet rig, you supply the motion via keyframes, mocap, or retargeted clips.

Conclusion
Importing a MetaHuman into Unreal Engine 5 unlocks realistic digital characters by following the workflow from MetaHuman Creator through Quixel Bridge into your project. You learn to locate and import your character, enable required plugins, and resolve common import issues for a smooth setup. Practical workflows include retargeting animations, driving face and body with Control Rig, customizing hair via PixelHair, and optimizing for target platforms. Beginners benefit from Quixel Bridge’s seamless asset retrieval and should note that imported
MetaHumans function like any other character asset. Advanced users can delve into customization, troubleshooting, and balancing visual fidelity with performance using quality levels and LODs. With Epic’s continual MetaHuman enhancements and strong community support, you’re equipped to animate, optimize, and integrate lifelike characters to elevate storytelling and user experience.
Sources and Citations:
- Epic Games – MetaHumans in Quixel Bridge (Official Documentation) – Explains accessing custom MetaHumans via Bridge in UE5dev.epicgames.comdev.epicgames.com.
- Epic Games – Exporting MetaHumans to Unreal Engine 5 (Documentation) – Step-by-step on using Bridge’s download and export, and the prompt to enable missing pluginsdev.epicgames.comdev.epicgames.com.
- Epic Games – Requirements and Configuration for MetaHumans – Lists plugins (Groom, Control Rig, etc.) that need to be enabled for MetaHuman importdev.epicgames.comdev.epicgames.com.
- Epic Games – MetaHumans FAQ – Addresses common issues like missing hair at LOD, including workarounds to force LOD0 or use different groomdev.epicgames.comdev.epicgames.com.
- Epic Games – MetaHumans FAQ – Notes that export failures can occur if a MetaHuman’s name has non-ASCII characters, recommending renamingdev.epicgames.com.
- Epic Games – MetaHuman Creator FAQ on Unreal Engine site – Recommends using Unreal Engine 5 for MetaHumans; MetaHumans require UE4.26.2+ but UE5 is advisedunrealengine.com. Also emphasizes MetaHuman assets must be rendered in UE (licensing)unrealengine.com.
- Epic Games – Animating MetaHumans with Control Rig – Tutorial reference indicating how to use Control Rig in Sequencer for MetaHuman animationdev.epicgames.comdev.epicgames.com.
- Epic Games – Retargeting Animations to MetaHuman – Guides on using IK Rig and Retargeter to retarget mannequin animations to MetaHumandev.epicgames.comdev.epicgames.com.
- FlippedNormals – PixelHair Product Description – Describes that PixelHair grooms can be exported to UE and used with any MetaHuman, highlighting the workflow from Blender to Unrealflippednormals.com.
- Epic Games – Platform and LOD Specifications – Shows MetaHuman support across platforms; for mobile, recommends using hair cards and limiting to LOD3 with 2048px texturesdev.epicgames.com.
- Epic Games – FAQ and Troubleshooting for MetaHumans – Reiterates how to access MetaHumans (Bridge plugin in UE5) and to refer to documentation for download/export stepsdev.epicgames.comdev.epicgames.com.
- Epic Developer Community Forums – User query and answer confirming you should update Bridge and use same account if MetaHuman isn’t showing up in Bridgeforums.unrealengine.comforums.unrealengine.com.
- Epic Developer Community Forums – Discussion on custom clothing, noting MetaHuman clothing pieces are separate meshes that can be replaced or customized in UEforums.unrealengine.com.
- Epic Games – MetaHuman | Unreal Engine (official page) – Emphasizes quick creation in Creator and that MetaHumans are ready for real-time in UE, and mentions MetaHuman Animator needs UE5.2+unrealengine.comunrealengine.com.
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