With the introduction of MetaHuman Creator in Unreal Engine it is necessary to migrate a character from the MetaHuman Creator web application so that you can continue working with it as a MetaHuman Character asset. This guide walks you through the migration process.
When migrating, the character in MetaHuman Creator in Unreal Engine is not expected to look exactly the same as the web application due to improvements in the visual fidelity and underlying technology.
Prerequisites
An Unreal Engine 5.5 compatible MetaHuman in the MetaHuman Creator web application.
An Unreal Engine 5.6 project with the MetaHuman Creator plugin enabled.
Migration Workflow
This section describes the workflow for migrating characters.
Open the Unreal Engine 5.6 project.
Open Quixel Bridge from the Window menu and sign in to your account.
You can not use the standalone Quixel Bridge application for this process.
Navigate to the MetaHumans section and find the MetaHuman to migrate.
The MetaHuman can be a preset or custom character, but must be compatible with Unreal Engine 5.5. Older characters should be upgraded to Unreal Engine using the MetaHuman Creator web application first.
With Cinematic (Complete) selected as the Quality Level, click Download.
Once the download is complete, and with the MetaHuman character still selected, click Add.
Quixel Bridge will prompt you to either Import, Migrate, or Import and Migrate the character. Select either Migrate or Import and Migrate. If you do not want to be prompted each time you add a character, this behavior can be changed in the Character Migration Settings (shown below).
Option Description Import
Add the character to the project as if it were still using Unreal Engine 5.5. The created MetaHuman Assembly assets will be updated for the new version of Unreal Engine, however, it will not receive any of the improvements made to the new versions.
Migrate
Create a new MetaHuman Character asset for the selected character, with the same parameters as those it has in the web application. The MetaHuman Character asset will be editable so you can continue working on the character, or you can run an assembly pipeline to create updated MetaHuman Assembly assets.
Import and Migrate
Perform both an import and migration as described above.
To migrate the grooms and clothing to the new MetaHuman Character asset, you must select the Import and Migrate option. The groom will be reapplied to the character automatically. Clothing will need to be assigned manually by importing it into the asset.
The MetaHuman will be imported and migrated to the
/Game/MetaHumanslocation, with the same name as it appears in the web application.
Character Migration Settings
The migration process can be configured to change the default behavior. These options can be found in the Edit > Project Settings window, under the settings for Plugins - MetaHuman Character.
| Property | Description |
|---|---|
Migration Action | This option changes the default behavior of Quixel Bridge after clicking on the Add button. |
Migrated Package Path | The location in the project for migrated MetaHuman Character asset. |
Migrated Name Prefix | Prefix to be added before the name of the migrated MetaHuman Character assets. |
Migrated Name Suffix | Suffix to be added after the name of the migrated MetaHuman Character assets. |