MetaHuman 5.7 Released!

We’re excited to announce that Unreal Engine 5.7 is now available, and it includes updates and improvements across the MetaHuman framework. Download now on the Epic Games Launcher, GitHub, and Linux.

You can check out the full release notes here, with some highlights picked out below!

MetaHuman Creator

MetaHuman Creator in Unreal Engine is now available on Linux and macOS, bringing powerful, integrated digital human creation to your preferred platform. If you haven’t already migrated from the MetaHuman Creator web application, follow our migration guide for instructions on how to bring your existing MetaHuman character into Unreal Engine to continue authoring.

We’ve enhanced the body mesh conformation process with support for varied poses, and introduced UV-space vertex correspondence between the conform template and model meshes—enabling more accurate results with less effort. The parametric body controls are also now more intuitive, making it easier to stay within human proportions with increased precision and control.

With this release, you can automate and batch process nearly all editing and assembly operations for MetaHuman character assets using Python or Blueprints. For the first time, you can more deeply integrate MetaHuman Creator into your pipeline and creative workflow with an API that supports sculpting, conforming, wardrobe, rigging, and textures, streamlining full character assembly. Preview edits live in MetaHuman Creator, and either run them interactively in Unreal Editor or on a compute farm for offline processing.

MetaHumans in Unreal Engine

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The Unreal Engine Groom Plugin now enables finer control in shaping and animating hair strands with a joint-based workflow. You can now blend simulations with art-directed motion, access full use of skeletal mesh animation workflows, and achieve greater artistic freedom with enhanced selection sets and paint tools. The toolset offers full compatibility for MetaHuman grooms originally created in Houdini.

MetaHuman Animator

Real-time animation from MetaHuman LiveLink sources can now be accessed via a Blueprint interface, with an example graph provided in our documentation.

The workflow for generating calibration data from the checkerboard take—captured using a stereo camera pair—has been improved to provide better automatic frame selection, new visualisation to aid manual frame selection, and repeatable configurations across multiple takes.

The new MetaHuman Animator Calibration Diagnostics plugin (Experimental) also enables you to validate calibration against performance footage to more easily determine if it is the best calibration to use.

MetaHuman Capture

We’ve improved the real-time animation options in the LiveLink Face iOS and Android applications by extending the range of supported cameras.

With LiveLink Face, you can now generate real-time facial animation using an external camera on supported Android devices or iPads. Video can also be recorded from an external camera; this is supported on iPad only.

You can also generate animation in real time by selecting from any on-device camera using Live Link Face on iOS & Android. Video can be recorded from the on-device camera on iOS only.

MetaHuman for Houdini

The latest MetaHuman for Houdini update brings parametric groom tools, a guide-driven workflow for creating hairstyles using pre-authored data. The toolset includes a follicle generator to handle density and positioning around the hairline that generates guides based on flow, length, and volume parameters, as well as hair strand interpolation and styling for advanced detailing such as clumpiness. This is a fast and approachable way to block and iterate new hairstyles.

Meanwhile, for those wanting to learn how to create more advanced hairstyles, we’ve published the new MetaHuman Groom Advanced Kit for Houdini on Fab as an extra learning resource.

MetaHuman for Houdini is now available for Linux, in addition to Windows.

MetaHuman for Maya

The latest update to MetaHuman for Maya is available on Linux, in addition to Windows, and introduces support for Maya 2026.

Hey Everyone,

Please note we are aware of an issue with downloading the latest version of the MetaHuman for Houdini Plugin. We are investigating this and hope it will be available shortly!

Cheers
James

3 Likes

Hey Everyone,

The MetaHuman for Houdini issue is now resolved, and it is available for download! :partying_face:

Cheers
James

2 Likes

Hi James,will there be a Metahuman for Blender plugin in the future?

7 Likes

More robust Blender compatibility with MetaHumans would be fantastic, I do wish they chose Blender over Houdini… Blender being such a widely beloved modeling tool I hope the MetaHuman/Blender pipeline is being taken well into consideration. Ever since the 5.5 optimization update MetaHumans have been an absolute joy to use, the in-engine Metahuman Creator works great, thank you MetaHuman Team!!!

3 Likes

After creating the rig and download texture sources, my head turns white! Why? I swear unreal makes things complex for nothing! This was working well in 5.6 and now 5.7 is just causing more problems! I hate this software.

1 Like

None of the clothes provided in Metahuman Creator (website) is compatible with the new Metahumans 5.6, please give us some new default clothes. It’s kinda sad that there’s only 1 free clothe we have for the new metahumans right now.

Even when you do try to keep it as Metahuman 5.5 inside UE5.7, clothing won’t work properly unless you change some LOD settings, but then you lose animation on elbows. So there’s literally no way to use the existing default clothes anymore, please give us them back in parametric form :frowning:

I second this, it would help greatly to have access to the Blender features like custom clothing physics or stylization of the metahuman model, right now even though it’s possible with some workarounds, the risk of messing up some topology or features when jumping between applications is pretty high.
But all in all having every metahuman feature in-engine is amazing anyway, thank you for that.

5.7能在metahuman编辑器内直接雕刻形体吗