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Feature #268

closed

W1: Import MetaHuman into Unreal Engine

Added by Malek chrifi alaoui about 1 month ago. Updated 14 days ago.

Status:
Closed
Priority:
Normal
Start date:
11/20/2025
Due date:
11/25/2025
% Done:

0%

Estimated time:
1:00 h

Description

Import the MetaHuman using Quixel Bridge and verify that all assets load correctly (skeleton, materials, textures).
Place the MetaHuman in the level and fix any missing files or shader compilation issues that may appear.

Actions #1

Updated by Malek chrifi alaoui about 1 month ago

  • Status changed from Re-opened to New
Actions #2

Updated by Malek chrifi alaoui about 1 month ago

  • Subject changed from Import MetaHuman into Unreal Engine to W1: Import MetaHuman into Unreal Engine
Actions #3

Updated by Malek chrifi alaoui about 1 month ago

  • Status changed from New to In Progress
Actions #4

Updated by Malek chrifi alaoui about 1 month ago

  • Status changed from In Progress to Resolved
Actions #5

Updated by Malek chrifi alaoui 15 days ago

I imported the MetaHuman into Unreal Engine using the following steps:

Opened Quixel Bridge and logged in
I launched Quixel Bridge from within Unreal Engine 5 and signed in with the appropriate account to access the MetaHuman library.

Selected and downloaded the MetaHuman
From the MetaHuman section, I chose the desired character and downloaded all associated assets (body, face, materials, textures, groom assets, and shaders).

Exported the MetaHuman to Unreal Engine
Using the "Export to Unreal Engine" button in Bridge, I sent the MetaHuman directly into my UE5 project.
The Bridge plugin handled the import structure automatically.

Verified the plugin setup
I ensured that the required plugins were enabled in UE5:

MetaHuman Plugin

Quixel Bridge

Groom Plugin

Animation Blueprint Tools
This ensured proper skeleton, rig, and hair rendering support.

Checked asset folders inside the Unreal project
After export, I confirmed that all of the following were correctly imported:

Modular body meshes

Face rig and ARKit blendshapes

Material instances and textures

Groom (hair, eyebrows, eyelashes, beard)

Control rig

Anim blueprint and physics assets

Placed the MetaHuman in the map
I dragged the MetaHuman blueprint into the level to verify:

Scaling

Material rendering

Hair simulation

Correct skeleton hierarchy

Fixed shader compilation and missing references
UE5 compiled several shaders upon import.
I waited for compilation to complete and resolved minor missing-reference warnings by:

Reapplying materials where necessary

Letting UE regenerate missing shader caches

Final verification
I ensured the MetaHuman displayed and animated properly in the level:

No missing textures

Groom behaving correctly

No skeleton compatibility errors

Actions #6

Updated by Max Zoutman 14 days ago

  • Status changed from Resolved to Closed
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