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Use a MetaHuman

Use this procedure to add a MetaHuman to a Motion 1.6 character Blueprint.

Import the MetaHuman

  1. In Unreal Editor, select Window > Quixel Bridge.
  2. Select the MetaHuman.
  3. Download and import it.
  4. Accept the requested project setting changes.
  5. Restart Unreal Editor.

Imported MetaHuman

Add the MetaHuman components

  1. Open the MetaHuman Blueprint and the Motion character Blueprint.
  2. Copy the MetaHuman body components.
  3. Paste them below Mesh in the Motion character Blueprint.
  4. Restore the component hierarchy if it changed during the copy operation.
  5. Copy LODSync to the Motion character Blueprint.

MetaHuman component hierarchy

Copy the MetaHuman Blueprint logic

  1. Copy Enable Master Pose from the MetaHuman Blueprint.
  2. Paste it into the Motion character Blueprint.
  3. Create functions named MetahumanInitialize and MetahumanBeginPlay.
  4. Copy the applicable MetaHuman Event Graph nodes into these functions.
  5. Do the same for the Construction Script logic.
  6. Omit Live Link and retarget nodes.
  7. Call MetahumanInitialize from the Motion character Construction Script.
  8. Call MetahumanBeginPlay from Begin Play.

MetaHuman initialization calls

Create the retarget Animation Blueprint

  1. Duplicate RTG_Mannequin_Motion into project content.
  2. Open the duplicate.
  3. Set Target IKRig Asset to the MetaHuman rig.
  4. Preview an animation and make sure that retarget movement is correct.
  5. Save and compile the retargeter.
  6. Open the MetaHuman body mesh.
  7. Create an Animation Blueprint for this mesh.
  8. Add Retarget Pose From Mesh to the AnimGraph.
  9. Connect it to the Output Pose.
  10. Assign the retargeter duplicate.
  11. Compile and save the Animation Blueprint.
  12. Assign it to Body in the Motion character Blueprint.

Open the retargeter at least one time before you do a PIE test. This action prevents initialization warnings in Motion 1.6.

Adjust Motion for the MetaHuman

  1. Adjust capsule half height and radius to the MetaHuman body.
  2. Adjust retarget rotation alpha values if the limbs deform incorrectly.
  3. Remove FullBody if the MetaHuman head must not produce shadows.
  4. Enable Owner No See on Mesh (CharacterMesh0).
  5. Set its tick option to Always Tick Pose and Refresh Bones.
  6. Enable Owner No See and Hidden Shadow on applicable hair and face components.

Start PIE. Make sure that the MetaHuman appears as the character and receives all Motion animations.

See the Epic Games MetaHuman retarget documentation for more information.

Motion - Advanced First Person Character Controller