Feature #268
closedW1: Import MetaHuman into Unreal Engine
0%
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.
Updated by Malek chrifi alaoui about 1 month ago
- Status changed from Re-opened to New
Updated by Malek chrifi alaoui about 1 month ago
- Subject changed from Import MetaHuman into Unreal Engine to W1: Import MetaHuman into Unreal Engine
Updated by Malek chrifi alaoui about 1 month ago
- Status changed from New to In Progress
Updated by Malek chrifi alaoui about 1 month ago
- Status changed from In Progress to Resolved
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