The MetaHuman Fashion Kit is a ready-to-use Unreal Engine project that lets you drop in your MetaHuman and immediately showcase them in professionally lit environments with pre-built animation sequences. No scene setup required — just bring your character, swap them in, and render.
The kit includes two levels:
L_Runway – a catwalk environment with walk, idle, and still pose sequences.
L_Turntable – a studio dome with 360° pose and multi-lighting options.
Prerequisites
The MetaHuman Fashion Starter Kit from Fab.
Unreal Engine 5.7+.
Quick Reference
| Operation | Execution |
|---|---|
Open a Level Sequence | Click Outliner → Details → Open Level Sequence. |
Switch camera view | Click the camera icon in Sequencer, then press G to toggle the game view. |
Change animation | Click a different sequence in the Outliner. |
Toggle alternate lighting | Enable/disable LS_Runway_Lights Subsequence in Sequencer. |
Swap your MetaHuman | In Sequencer → Right-click the Blueprint track → Assign Actor. |
Hide old MetaHuman | Select in Outliner → Hidden in Game in Details panel. |
Render frames | Sequencer toolbar → Movie Render Graph → Preset → Render (Local). |
Switch levels | Content Browser → Content → Levels → double-click L_Turntable. |
The Runway Level
Opening the Project
When the project opens, it loads L_Runway by default. You'll see a catwalk environment with pre-built lighting and the MetaHuman Etta already in the scene.
The Outliner on the right lists all actors. Under the LevelSequences folder you'll find four pre-built sequences:
LS_Catwalk — Full catwalk walk animation
LS_Idle — Standing idle loop
LS_Still_Poses — Static posed frames (3 cameras)
LS_Walk — Looping walk cycle
Browsing Animations in the Outliner
Click any sequence in the Outliner to select it. The Details panel will show an Open Level Sequence button. Click it to load the sequence into Sequencer.
Opening a Level Sequence & Camera View
Once a sequence is open in Sequencer, click the camera icon (Camera Cuts track) to lock the viewport to the sequence camera.
Press G to toggle the game viewport overlay on/off. This hides the editor UI so you can see a clean preview of your shot.
Understanding the Sequence Setup
Each sequence contains the following tracks:
Camera Cuts track — Controls which camera is active
Cameras folder — Pre-placed cameras (Cam_Front, etc.)
Subsequences — Contains LS_Runway_Lights, the lighting sub-sequence
BP_MH_Etta — The MetaHuman Blueprint with Body and Animation tracks
Right-click the Camera Cuts track to switch between Cam_Front and any other available camera in the scene.
Alternate Lighting
Each sequence includes a Subsequences track containing LS_Runway_Lights. Toggle it off to switch to an alternate lighting setup. Click the eye icon next to LS_Runway_Lights in Sequencer to toggle it.
Choosing a Different Animation
Click a different Level Sequence in the Outliner to switch animation types. Open it in the Details panel and use the camera icon to preview.
Swapping In Your MetaHuman
Adding Your MetaHuman to the Scene
Drag your MetaHuman Blueprint from the Content Browser into the viewport. Exact placement doesn't matter as Sequencer will position it correctly once assigned.
The project ships with Etta as the example character. Your downloaded version won't include a duplicate — add your own MetaHuman directly.
Assigning Your MetaHuman in Sequencer
Open the Level Sequence you want to use (e.g. LS_Idle).
In the Sequencer panel, find the BP_MH_Etta track.
Right-click on the Blueprint track.
Select Assign Actor.
Choose your new MetaHuman from the list.
Your MetaHuman now takes Etta's place in the sequence, inheriting all animation and camera data.
Hiding the Original MetaHuman
After swapping, Etta still exists in the scene. You have two options:
Delete her from the Outliner entirely, or
Select her in the Outliner and enable Hidden in Game in the Details panel.
Hidden in Game is non-destructive — you can re-enable Etta later without re-adding her to the scene.
Repeating for Other Sequences
The assign step must be done per sequence. If using multiple sequences, repeat right-click → Assign Actor for each one.
LS_Still_Poses has four camera tracks:
Cam_Front
Cam_Front_C
Cam_Side_L
Cam_Side_R
Rendering
Opening Movie Render Graph
In the Sequencer toolbar, click the clapperboard / render icon.
Select Movie Render Graph.
Select your output preset — JPEG for still frames, MP4 for video.
Click Render (Local).
Render Output
The render preview window shows progress. For LS_Still_Poses with JPEG selected, it renders 3 individual frames. Files are saved to the project's output directory automatically.
| Format | Best For |
|---|---|
JPEG | Individual still frames (best for Still Poses) |
MP4 | Full animation sequences (best for Catwalk, Idle, Walk) |
The Turntable Level
Switching to L_Turntable
Open the Content Browser.
Navigate to Content → Levels.
Double-click L_Turntable.
Choose whether to save or discard your Runway changes when prompted.
Turntable Sequences & Lighting
The Turntable level contains three Level Sequences:
LS_TT_Pose_A
LS_TT_Pose_B
LS_TT_PeaceOut
Each includes a 360° turntable animation and three lighting options:
| Lighting Option | Description |
|---|---|
LS_Moonlight | Cool, blue-tinted ambient light |
LS_Split | Dramatic split lighting setup |
LS_Studio | Clean neutral studio lighting |
Toggle each lighting Subsequence on or off in Sequencer to switch between them. Press G to preview cleanly.
Swapping Your MetaHuman in Turntable
The process is identical to the Runway level:
Drag your MetaHuman into the scene.
Open the desired sequence (LS_TT_Pose_A, LS_TT_Pose_B, or LS_TT_PeaceOut).
Right-click the BP_MH_Etta track in Sequencer.
Select Assign Actor → choose your MetaHuman.
Hide or delete Etta from the Outliner.
Troubleshooting
Character not visible after swap
Check the old MetaHuman is hidden or deleted. Confirm the new one is assigned in all active sequences.
Camera not showing correct angle
Click the camera icon in the Camera Cuts track. Press G to clear the editor overlay.
Render produces black frames
Make sure the correct Lighting Subsequence is enabled and your MetaHuman is properly assigned.
MetaHuman appears in wrong position
Sequencer overrides position — drop location does not matter. Just assign and the sequence will place them correctly.
Can't find MetaHuman in Assign Actor list
Drag the Blueprint into the viewport first to add it to the current level.