MetaHumans in UEFN

Testing using the “Animated Mesh” Device (currently Legacy) with a MetaHuman (SourceAsset) mesh and a Vicon animation clip I made. Directly hooked up a Button to start the animation. Will be switching to Verse for a toggle play/pause soon.

Not sure how to best share video clips here.

Cheers,

Matt

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Added a button to Start Animation, button to Pause Animation, button to Turn On Light, and button to Turn off Light.

I’ll try to switch to Verse to make a single button toggle the light. The Animated Mesh device isn’t in the Verse API.

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Quick clip of the MetaHuman source mesh animated. The neck area is my fault, my Vicon retarget is a bit off on top off I was wearing the head markers without recalibrating.

The PostProcessBlueprint/helper bones are obviously not firing in UEFN, so the shoulders and hips are collapsing.

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Hey @mattworkman, do you have any tutorials on how to bring the MetaHuman from UE5 into UEFN?

-@TheAweDam

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There isn’t any official way of bringing them in at the moment. I believe there will be a workflow in the future. You can bring the MetaHuman into UE5 then try to Migrate or export/import the mesh into UEFN. You can only drive the skeletons from animation sequences at the moment I believe, so you can’t setup most of the needed Blueprints/ControlRigs etc. needed that we have in UE5 though.

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