MetaHuman Creator Web Application is being Discontinued

An important update for MetaHuman Creator web application users

Now that we have fully integrated MetaHuman creation into Unreal Engine, we’ll soon begin the process of discontinuing the MetaHuman Creator (MHC) web application. This will happen over the course of 2026, giving users plenty of time to migrate their MetaHumans to MHC in Unreal Engine.

We launched MetaHuman almost five years ago with the release of the MetaHuman Creator web application, offering anyone an easy way to create highly realistic digital humans. With millions of MetaHumans created, the MetaHuman Creator web application established a new standard for digital characters across games, film, and other digital experiences.

In June 2025, we released MHC in Unreal Engine as part of UE 5.6, marking the next phase in the development of MetaHuman. Our goal is to ensure a straightforward path to create and manage your MetaHumans directly within Unreal Engine.

The recent UE 5.7 release delivered even more functionality that takes MetaHuman capture, creation, and animation further in Unreal Engine.

Therefore, access to the MetaHuman Creator web application will terminate on November 5, 2026.

As of UE 5.6, the MetaHuman Creator web application was frozen at UE 5.5 and new users were unable to sign up for early access, instead being directed to MHC in UE.

The web application will be decommissioned in stages and provide users with ample time to retrieve any MetaHumans they have created. The timetable for this is as follows:

  • April 5, 2026: We will remove access to MetaHuman Creator version selection for UE versions 4.27, 5.0, and 5.1. After this date, you will not be able to start sessions in these versions, but you will be able to continue to export characters through Bridge.

  • June 5, 2026: We will remove access to MetaHuman Creator version selection for UE versions 5.2, 5.3, and 5.4. After this date, you will not be able to start sessions in these versions but you can still export characters through Bridge.

  • November 5, 2026: We will remove access to MetaHuman Creator version selection for UE version 5.5 and with that close all access to MetaHuman Creator web application. You will have a further 90 days to retrieve any MetaHumans in your gallery. Once this 90-day window passes, you will no longer be able to download MetaHuman using Quixel Bridge or the MetaHuman Importer in UEFN.

Safeguarding Your Assets

If you no longer need the MetaHumans in your gallery, you do not need to take any further action.

Otherwise, you should do one of the following:

  • If you simply wish to retain your MetaHuman to use in UE, please export them into the appropriate version of Unreal Engine using Quixel Bridge.

  • If you want to continue authoring your MetaHumans, first upgrade them to UE 5.5 using the MetaHuman Creator Web Application and then migrate them into MHC in UE following these steps.

If you miss the final shutdown deadline on 5 November 2026, we provide a 90-day retrieval window for accessing your account data via Quixel Bridge. After this time, any remaining MetaHumans associated with your account will be deleted.

Frequently Asked Questions

What should I do now as an existing user of MetaHuman Creator?

To continue authoring your MetaHumans you must first migrate them to MetaHuman Creator in Unreal Engine 5.6+. This can be done by following the migration guide. MetaHumans can only be migrated from the UE5.5 version selection of the MetaHuman Creator Web Application, MetaHumans from previous versions must first be upgraded.

Please Note: MetaHumans created in UE4.27 cannot be upgraded or migrated.

What if my game needs pre 5.6 MetaHumans?

You can continue to use MetaHumans that have already been exported into Unreal Engine.To continue authoring your MetaHumans, you must upgrade to UE5.6+.

Can I continue to use MetaHuman Animator in the MetaHuman Plugin for pre 5.6 Unreal Engine?

Once the MetaHuman Creator Web Application has been completely retired, you will no longer be able to use the Auto-Rig Identity (Skeletal Mesh + Full MetaHuman) feature of MetaHuman Animator in the MetaHuman Plugin available on UE Marketplace/Fab for UE 5.2-5.5. You will be able to continue to use Auto-Rig Identity (Skeletal Mesh Only) feature.

Any plan for adding more clothing or a cloth editor maybe? Only thing I’m missing.

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So like after the deadlines if you need pre 5.6 metahumans just downgrade them with my plugin : Asset Downgrader

Are there any plans to update the material instance parameters to include the same options MH had in earlier Engine versions? The latest UE version has the materials locked in, and do not allow users to make adjustments other than on a global scale which is problematic when face materials for example need to be tweaked. One example would be to adjust the roughness, or to change the lipstick color.

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Hi there So after reading everything I’m a little confused. I understand that the web application is going away, I also understand that The metahuman Creator itself is already integrated into Unreal Engine, that much I get.. after downloading the metahumans and backing them up on our computers in a project, what if we use a different engine version? Like let’s say we downloaded them for 5.6 and then we want to use them for 5.7 or maybe 5.8 or whatever Then how do we upgrade them? And also can they still be modified and edited if they’re already downloaded while using the metahuman Creator already built into Unreal Engine?

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@dogankurt We plan to release the remaining legacy clothing in the near future. In the meantime, there are lots of MetaHuman clothing items available on FAB.

@Feeding_Wolves I have asked the team on this one.

@majesticcreationsdev To continue authoring your MetaHumans, you will need to migrate them to MetaHuman Creator in Unreal Engine 5.6+, following the migration guide. Once migrated the MetaHumans are forward compatible in newer Unreal Engine versions.

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I am wondering if just downloading them on the quixel bridge standalone and saving the dna file and textures might also work. I believe the dna files would work with every engine version 5.2 or later, but not sure.