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:

  • Opening a MetaHuman Character asset without the MetaHuman Core Data installed via the Epic Games Launcher causes a crash. Ensure the MetaHuman Core Data is installed before using MetaHuman.

  • 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.

  • When blending between body presets, certain region controls may target the incorrect region of the body. To workaround this please use the body modelling controls instead until the final release.

为什么我无法下载使用5.7呢

Dear @JamesPullan

Thank you kindly for this post! I was wondering if you would be willing to share any information on whether there are plans to make resizable MetaHuman outfits support cloth simulation when exported using the assembly tool in Metahuman Creator. As it stands, outfit assets seem to lose their simulation data as they are converted to a skeletal mesh during the assembly. Especially for setups that work with a separate render and simulation mesh, this greatly increases the iteration time compared to a solution where simulation data would be converted to the new character size automatically. While I understand the complexity of such a feature, I believe it would greatly improve character pipelines for many creators. Is this something that is in the works for any of the future versions of Metahuman Creator?

Thank you in advance for your time!

Jonathan

also another bug is the edges of metahumans like the eylids, nose .etc are jagged on mac os i believe its a shading issue with sm6

Hi @Jon_Van_Dam Yes, this is definitely something we’re aware of and hope to improve but as you say, it’s very complex. This pipeline is definitely in it’s early days and we have plans to evolve it in future releases!

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Hi, I have two questions that I’m curious about. One, is it fine to use substrate for metahumans whenever I want to create another metahuman character in creator in 5.7 preview?. Because I know that you had said there’s a known issue that the textures won’t baked and work correctly while assembly. And I don’t know if that’s fix yet in the preview. I’m still scared to even try to use substrate. And second question, when is the full release of 5.7 coming?. Because I’m just having a hard time just being patient and waiting for a long time for whenever y’all do a full release 5.7. Sorry if I’m going alittle to strong saying that. I just been feeling a bit bummed out lately. But still excited for it tho @JamesPullan

Thank you @kimraich for your reply, really nice to hear. I am grateful for the amazing work you and your team are doing!

Amazing work! I’m looking forward to this.

Thanks so much for supporting Linux!

This ia amazing.

As a mac user I am thrilled with the attention to our platform including 3rd party integrations such as Rider now working so well with Xcode and other little workflows which make our lives easier.

You said that in 5.7 Mac users do now have the mtahuman plugin, but without ability to create a MetaHuman Identity asset.

Does this refer to the newly released update which allows users to create unique characters based on real world actors only or are their other limitations such as motion capture or facial animation?

Will the full release of 5.7 fix this or is that not in the 5.7 pipeline?

Thank you again for all of your hard work @epic - I have been encouraging people to use Unreal Engine for more than 10 years now and am blown away by the jumps in this engine. I am excited to see even major studios switching over and love the way your have brought this technology to diverse fields such as architecture and broadcasting.

I am grateful for the access you give to us little guys. :+1:

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I am very much looking forward to the official version of 5.7. Could you tell me if there is a plan to fully enable Metahuman in the official version of 5.7?

There may be VR controller tracking issues (left controller) although I haven’t tested it fully so it may not necessarily be just this version.