Importing Metahuman to UE5 with one material, maybe one skeletal mesh

I have a holographic material blueprint I’d like to add on to the material of a Metahuman I’ve imported into UE5, but the BP is far too advanced to do this simply and I’d like to know if it’s possible to import a Metahuman with only one, master material and as one skeletal mesh as well. I’m thinking this will have to be achieved through Blender or Maya but if there’s a solid workflow to do this, I’d like to learn it first. Because the character will be holographic, I’m not overly worried about her looking too human as long as some of the details from the original Metahuman make it through (hair may be an issue?). Any thoughts?

Hey there @jwarli20! Welcome to the community! As of right now, there is no easy/efficient way to translate the metahuman materials over to one master material. Given the workflow and proper outputs metahumans have, this should be possible to automate applying your holographic mat to all relevant pieces, but it wouldn’t be easy.

The hair materials are especially going to be a bit of a problem in the grand scheme.

Thanks for the welcome! Yeah I attempted applying it to the relevant pieces, but the opacity settings for the hologram don’t look greet with the neck of the Metahuman and I was getting a bit of trouble with the hair as well. I may not be able to use a metahuman for the hologram but that’s not the worse thing. Thanks again for your help!

No problem! I knew it was gonna be rough, the way the metahumans are generated is a really neat setup, but unless your pipeline is specifically laid out to work with all their materials, you won’t be able to do it easily.

Grooms are another problem altogether, any transparency on grooms is rough.

That said, good luck with your project!

Thanks! Yeah I’ve decided to compromise a bit, I don’t have enough time to rework the pipeline the way I want it so I think I’m just going to try to add a body aura around my Metahuman to make it look computerized, since messing with the Opacity has been my greatest issue, and boosting brightness of the textures a bit to look a little un-human.

1 Like