Metahuman default pre-rotation changed

Since Unreal Engine 5.6, Metahumans have different pre-rotation values for the arms (LowerArm, Hand, Fingers, etc.). Because some of our mocap/animation tools rely heavily on these specific values, any changes introduce additional work and potential issues on our end.

We’d like to know if these pre-rotation values are expected to remain consistent in future updates—or at least within the UE 5.6.x. Additionally, we’re curious about the reason behind the change in pre-rotations, and what circumstances might lead to similar changes in the future.

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Hi Josef,

Until Unreal Engine 5.6, MetaHumans created in the MetaHuman Creator web application had a custom joint-orient based on the body type. This meant that each of the fixed set of bodies potentially had different values. To enable the new parametric body modelling as part of MetaHuman Creator in Unreal Engine 5.6 we had to standardize these values across all MetaHuman characters so that the values are consistent.

The source for this standardization was the female, medium height, normal weight body, with some addition tweaks also applied. They were made specifically to support the rig fitting process across our database of characters. We are aiming to publish a page on EDC in the next week or two that outlines the main changes in the body rig.

It is obviously hard to say for certain that these values will not change again, particularly if we find any issues that need resolving while the MetaHuman Creator plugin is released as beta. We do expect them to remain consistent with future releases, and within the 5.6.x series.

Thanks,

Mark.