top of page

UE Head Setup
Documentation

Unreal Engine Head.fbx Setup:
In Unreal Engine you can do this process in any scene.
You only need the metahuman files that you used for Metapipe!
First import that Metahuman to your project from Unreal Bridge.
Time to test our head.fbx in Unreal. Drag your exported Head fbx file from c:/dna_calibration/output into Unreal scene.
Unreal 5.0 - 5.4

Inside import options of Head fbx file, set skeleton as Face_Archetyope_Skeleton.

For Physic Asset set it as Face_Archetyope_Physics.


FOR UNREAL 5.0-5.4
Set Morph Targets to ON
Normal Import Metahod to Import Normals
Normal Generation Method to Built In
Compute Weighted Normals to ON
FOR UNREAL 5.5+
Set Morph Targets to ON
Compute Weighted Normals to ON
Recompute Tangents to OFF
Use Mikk TSpace to OFF


Set Material Import Method to Do Not Create Material (OPTIONAL)
Import Textures to OFF (OPTIONAL)
Finally press Import

Double click on imported head mesh and open it's properties.
Inside it find LOD 0 Sections and click on every section's Highlight to find the head mesh. Look at the scene at the same time to see highlighted mesh.
Or simply look for Material Slot Name to find it.

When you find head mesh's Section, set it's Recompute Tangent to Green. This is only for Head Mesh!
Next, find LOD Info, set Skin Cache usage to Enabled.

Inside Animation Rig, Set Default Animation Rig as Face_ContolBoard_CtrlRig.

For the Post Process Anim Blueprint, set it as Face_PostProcess_AnimBP.


Last step for the settings is adding 2 elements to Asset User Data under Skeletal Mesh.
Set one of them as DNAAsset
Set second one as Asset Guideline
And Save all changes of the head asset.
To finalize our head asset, now we need to use our dna file that we created with the Metapipe process.
Import the dna file from c:/dna_calibration/output folder by draging into the UE scene and inside import settings select your custom head mesh.

bottom of page