This page provides an overview of the most important assets created during the assembly of a UE Cine or UE Optimized MetaHuman Character.
Your assets may differ based on your project’s content structure, development workflows, and project settings.
Core Assets
The following assets are installed as part of the additional content required by MetaHuman Creator. Plugin Content must be enabled in the Content Browser for them to be visible.
To facilitate retargeting animations to a MetaHuman, we provide an IK Retargeter Asset. This Asset is available at /Engine/Plugins/MetaHumanCreator/Animation/Retargeting/RTG_MH_IKRig.
Additionally, a MetaHuman IK Rig asset is available at /Engine/Plugins/MetaHumanCreator/Animation/Retargeting/IK_MH_IKRig.
Shared Assets
The following assets are shared by some or all assembled characters in an Unreal Engine project. They are located in the Common folder of the assembled character.
Animation Assets
MetaHuman Control Rigs for the face and body are available at the following locations:
| Mesh Category | Location |
|---|---|
Body |
|
Face |
|
There are two default Skeletons for the body and face, available at the following locations:
| Mesh Category | Location |
|---|---|
Body |
|
Face |
|
Hair Grooms
Shared grooms are located in the Common/Optional/Grooms folder.
Unique Assets
The following assets are unique to each assembled character.
For all of the assets described on this page, the MetaHumanName is a placeholder for your character’s name.
MetaHuman Blueprint
Every assembled character has their own Blueprint. This Blueprint is named MetaHumanName/BP_MetaHumanName.
The Blueprint consists of the following Components:
Skeletal Mesh Components for the body and face.
Grooms for the hair, eyebrows, eyelashes, fuzz (the fine hairs on the face), mustache, and beard. Note that all characters have mustache and beard groom components, even if their face is clean-shaven. Refer to the Groom Components documentation for more information about these assets.
An LODSync Component that controls this character’s LODs.
In addition, the Blueprint contains:
A Construction Script and an Event Graph, which you can customize and extend based on your needs (for example, to perform runtime animation retargeting).
Dedicated functions for ARKit and animation retargeting setup, along with their supporting variables.
Skeletal Meshes
Every assembled character has a Skeletal Mesh for their head and body. These are located in the following folders:
| Mesh Category | Location |
|---|---|
Body |
|
Face |
|
Clothing
Skeletal Meshes for clothing items are located in the MetaHumanName/Clothing folder.
Hair Grooms
Character specific groom bindings, and material instances are located in the MetaHumanName/Grooms folder.
Hair grooms render differently depending on the LOD. Higher LODs use strand-based hair grooms, while lower LODs use card- or mesh-based grooms. Short hair grooms (such as eyebrows) at lower LODs are baked into the skin textures.
Textures and Materials
The character’s textures and Materials are located in the following folders:
| Texture and/or Material Category | Location |
|---|---|
Baked Body Texture |
|
Body Materials |
|
Baked Face Texture |
|
Face Textures |
|
Face Materials |
|
For more information, refer to the Materials and Textures page:
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Materials and Textures
Information about the textures and materials provided in a MetaHuman Assembly.