Character blueprint with Metahuman - Floating hands. Please help

Oh yeah that’s how I have it. So I guess the only problem is my parts are still too high. How should I move them Dien so they line up with the hands and feet?

Okay, just select one by one and reset location and rotation to (0,0,0)

I know this is hard to believe but they’re all at 0,0,0…how us it possible that they’re way up high?

It can be a bug. Compile and save, close and reopen the blueprint.

When I try to compile I get these errors.

Don’t worry. This message will help to understand what is missing. Click on “target” and you will be redirected to the exact missing point.

Yeah a bunch of nodes have errors. Want a screenshot?

These nodes are from the metahuman BP. Have you deleted any meshes? Once you’ve copied the metahuman meshes to your third person character, you don’t need this blueprint anymore.

I’m doing all of this in BP_NASIM_MH…which blueprint do I not need? This is happening in that blueprint I just made. Or do you mean I don’t need those nodes inside my MH BP?

Forget about it. Now I remember what has happened. You reparented the Metahuman BP, but you deleted the body mesh.

So I don’t copy the metahuman blueprint and do this in it? I do all of this inside a different playable character? I’m so confused. In your video you do all this in the duplicated metshuman blueprint right

Just get a reference to Mesh CharacterMEsh0 and connect to the nodes with red message.
Don’t worry, that was my bad. You are retargeting to the TPS template, for a moment I thought was a different integration.

OK trying that

I’ve figured out. These nodes didn’t exist when I recorded that video, because these nodes came with the latest version of metahuman. You are doing well, don’t worry.

Ohhh OK weird. So I did the modes and now I dint get the error. But my body parts are still way up in the air. For example when I select the head, the translate Gizmo is way below it. This is why it’s at 0,0,0 but way up high. I just don’t know how to fix it. All I need to do at this point is get those body parts in the proper position, then I can fix the A pose animation later in your video.

Ok, you are moving forward. Now, can you share a screenshot showing the parent hierarchy on the left and the right panel with location and rotation?

Which component do you want selected wen I screenshot the transform?




The 2nd image is for the mesh

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OK I put the legs and feet and torso to 0,0 0 and git this which is closer to what you have. Bur the hands are rotated differently on the z

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