I want to preface by saying I am not a game developer, so apologies if my question doesn’t make sense. I recently downloaded UE to use MetaHuman to create reference characters for film projects. I’m using a Mac mini with M4 chip. Everything is downloaded as it should be and the plug-ins are enabled. When I go to right-click in the Content Browser the only options for MetaHuman are Capture Data (Footage) and Capture Data (Mesh).
Is there something else that I need to do or can I not use MetaHuman Creator on Mac even though it lets me install it?
That’s not entirely true, for 5.6 if you just look at the compatibility for the metahuman plugin it says windows only, but on mac you can download 5.5 and below metahumans using quixel bridge, and then just search their name in the browser and the BP file is the character as exported from quixel bridge. However, from someone with an m2 ultra mac studio and an m3 max I can confidently say it is impractical to try to create a movie sequence with a metahuman in it on mac, it just starts going super slow and eventually crashes even on those machines. Also, rendering is literally impossible, almost destroyed my mac studio, the entire thing was running at 2fps the whole time haha. However for previz style stuff, and like scene mock ups or lighting tests, it works great on mac, though RAM can be a consideration. One more note, having just made my first metahuman in 5.6 I can confidently tell you for film industry purposes the new features are not particularly relevant, the lighting hasn’t changed at all, there aren’t any new grooms, and the added flexibility with transforms and sculpting aren’t necessary for ‘normal’ looking characters, and on mac you might be able to scan in an actual human through the video to mesh deal, which is very complicated and I just recommend approximating freehand in the metahuman creator. If you want a janky workaround to literally not being able to render anything on mac, just turn your quality down to like high, and make sure the aspect ratio and depth of field are within reason, not ultra wide, and definitely not like t1.4 and then just do a screen recording and the quality is honestly not very different between doing an actual render out, and it’s way faster. So if your final deliverable isn’t made in unreal, that should work as a reference.