What are the MetaHuman system requirements?
MetaHuman Creator runs in the cloud and is streamed to your browser using pixel streaming technology. To run MetaHuman Creator, your computer needs to meet the following system requirements:
Windows or macOS operating system.
Chrome, Edge, Firefox, or Safari-based web browser.
Internet access.
In addition, you will need an Epic Games account to create and download MetaHumans. Your MetaHumans are associated with your Epic Games account, which means you can work on them seamlessly across browsers and computers.
To download the various Assets of the MetaHumans you create, you will also need Quixel Bridge. How you access Quixel Bridge depends on the version of Unreal Engine you're using:
If you use Unreal Engine 4 or Maya, download and install the Quixel Bridge standalone app.
If you use Unreal Engine 5, enable the Quixel Bridge plugin, and then access it from the Main Toolbar by selecting Content > Quixel Bridge.
Which platforms are MetaHumans supported on?
Exporting and working locally with MetaHuman Assets is officially supported on the following platforms
Unreal Engine 4 and Unreal Engine 5: Windows and macOS
Maya: Windows only
While exporting MetaHumans may work on other platforms, you may experience issues or instability, and we cannot guarantee the results.
Mesh to MetaHuman is only supported on Windows.
Why is my MetaHuman bald after being imported into Unreal Engine?
You might notice that some MetaHumans are bald in Unreal Engine unless you view them up close. This happens because some hair grooms are only available at high LODs (0 and 1), and the MetaHumans’ LODSync component lowers their LODs as the camera moves further away. Because hair grooms for lower LODs do not exist, hair disappears altogether.
In MetaHuman Creator, MetaHumans who use hair grooms that do not have full LODs will display a warning icon and the following text: This MetaHuman uses grooms currently in development, only displayed at LODs 0 & 1.
There are two possible workarounds:
Select a different hair groom that has all LODs.
In Unreal Engine, open the MetaHuman’s Blueprint, then select the LODSync component. In this component’s Details panel, under LOD, set the Forced LOD option to 0.
Setting the Forced LOD option to 0 ensures that the highest quality LODs will be used across all of this MetaHuman’s components at all times. This might negatively impact performance.
I’m trying to export a MetaHuman from Quixel Bridge, but the export fails with no error. What’s wrong?
There are several possible reasons that exporting a MetaHuman from Quixel Bridge into Unreal Engine might fail.
Verify that your MetaHuman’s name doesn’t contain non-ASCII characters.
If your MetaHuman’s name contains non-ASCII characters (for example, accented letters like î and â, or ligatures such as œ and æ.) The current version of MetaHuman Creator doesn’t allow these characters in names anymore, but the names of characters that were created with previous versions have not been changed.
To fix this issue, rename your MetaHuman and make sure to use only ASCII characters (for example: María → Maria).
Verify that your download and export settings are configured correctly.
Refer to the Downloading and Exporting MetaHumans section for more information.