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This page explains how to add a Metahuman to your Motion project and integrate them into the Motion character blueprint.
To import your MetaHuman, open the
Quixel Bridgewindow inside the editor which you can find in the
Select your MetaHuman then download & import it.
Make sure to modify your project settings when prompted by confirming dialog boxes that show up upon first importing a MetaHuman into your project and then restart Unreal Engine.
Once successfully imported, you'll find your MetaHuman, alongside other common assets used by MetaHumans in your project.
Alongside the blueprint of the MetaHuman, open your Motion character blueprint.
Select the shown components from your MetaHuman blueprint and hit CTRL + C or right-click "Copy" to copy the components.
Then, in the Motion character blueprint, paste them as children of
Move the components to their respective parents if the copy-paste-process messed up their hierarchy.
Finally, copy the
LODSynccomponent from the MetaHuman blueprint into your Motion character blueprint.
MetaHumans require some setup upon start, so we need to copy that code from the MetaHuman blueprint into the Motion character blueprint.
Copy the following functions from the Metahuman blueprint and paste them in the Motion blueprint.
The ARKit Setup is optional.
Head to the
Event Graphof the Motion character blueprint and create a new function and name it
Then, head back to the MetaHuman blueprint, and copy all nodes from it's Event Graph. Paste them into the function.
Back in the
Event Graphof the Motion character blueprint, add a call to
Initialize Metahumanto the
Event Begin Playsequence.
Construction Scriptof the Motion character blueprint and add these four calls to
Enable Master Pose.
Then remove everything else so only these five nodes come right after
In order for the Metahuman to work with the animations that ship with Motion, a new animation blueprint has to be created.
Head over to the body mesh of your metahuman (e.g. f_med_nrw_body) by clicking on the
Bodycomponent and then clicking the folder-icon to navigate to the mesh.
Right-click the mesh and select
Right-click in the AnimGraph, then search for and create a Retarget Pose from Mesh node. Connect this node to the Output Pose node, as shown below.
Click the Retarget Pose from Mesh node to select it. Then, in the Details panel, in the Retargeter Asset dropdown, select the
Finally, in the Motion character blueprint, select
Bodyand give assign it the animation blueprint you just created.
Depending on the size and volume of your Metahuman, the default configuration for Motion may lead to unintended and / or undesirable results.
We recommend the following steps:
- 1.Adjust the Capsule Half Height and Capsule Radius to match the shape of the Capsule Component to your Metahuman.
Owner No Seeand
Hidden Shadowfor the following components:
If everything was set up correctly, launching a session should result in your Metahuman being used as the character with all animations and features applied!
Last modified 8mo ago