MetaHuman 5.7 Preview Released!

The Unreal Engine 5.7 Preview is now available and includes updates to MetaHuman Creator and MetaHuman Animator. Download now on the Epic Games Launcher, GitHub, and Linux.

MetaHuman 5.7 Preview brings:

  • The MetaHuman Creator plugin for Unreal Engine to Linux and macOS

  • The ability to conform a MetaHuman body that is pose-agnostic and uses UV-space vertex correspondence

  • Hair art directability using joint-based deformation, painting, and mesh-based manipulation of hair guides and strands

  • MetaHuman Creator Python and Blueprint API

  • Improvements to the in-engine calibration of performance data captured using a stereo camera pair

  • Additional mood overrides applied to audio-driven animation

As a reminder, preview releases are not fully quality-tested, are still under heavy active development, and should be considered as unstable until the final release. We recommend that developers make a copy of their projects for testing these builds, rather than converting their existing projects.

Known Issues:

  • The UEFN Export assembly pipeline has been disabled for the Preview release as it is only compatible with UEFN 38.00 onwards. UEFN users who wish to assemble their MetaHuman characters must continue to use Unreal Engine 5.6. This option will be restored in the full Unreal Engine 5.7 release.

  • Substrate materials will be enabled by default in Unreal Engine 5.7 for new projects. There is a known issue for the Preview release where a few textures in MetaHuman Creator are not baked correctly and will appear black after assembly. As a workaround, disable Substrate in the project until the full Unreal Engine 5.7 release.

  • In MetaHuman Creator, the Head > Conform > From Identity option will be enabled for all platforms in the Preview release, however it is not yet possible to create a MetaHuman Identity asset on Linux/macOS. In the full Unreal Engine 5.7 release, this option will be disabled for the affected platforms only.

  • A crash may be observed when re-assembling a character who’s blueprint is already in use within the currently loaded level. To workaround this, we suggest loading a level without any MetaHumans while assembling characters, then switching back to the level you are working in after the assembly has completed.