How to Edit Metahumans at Runtime Using Blueprints (UE 5.6)

Hi!

I’m working on a character customization tool that would let users modify various features such as facial and body blend shapes, skin tone, clothing, and more.

In essence, I’m aiming to build something very similar to Metahuman Creator — and yes, that’s exactly what I’m going for!

While Metahuman Creator is perfect for this kind of task, I need to develop a tool that works at runtime (as part of a standalone .exe application).

I would really like to stick with Metahuman, especially now with Unreal Engine 5.6, which finally allows body parameters to be edited, and clothing now adapts properly to those changes — this opens up exactly the kind of flexibility I’m looking for.

So my main question is:

  • Is it possible to access and retrieve all the editable values from a Metahuman character asset (face, body, hair, materials, etc.) in Blueprints, spawn a Metahuman in the scene, and then use those values to create a runtime UI (sliders, buttons, etc.) that allows the player to modify the character live?

OR

  • Is there an alternative approach or method to achieve this kind of runtime Metahuman customization?
2 Likes

There is one online Meta Customization System | Fab

But is there anything (plugin, fab asset, …) that uses Metahuman Character data to have a customizable metahuman character at runtime ?