To round out the optimization journey, I recreated the UEFN exclusive Metahuman Blueprint Component, with more features. This function I made, inside a default Metahuman Blueprint, allows me to toggle corrective bones @ runtime:
Based on the settings in the picture above, my arm corrective bones will be enabled for LOD 0-1, but not 2-3. (The body has LOD keys: 0/1/1/1/2/2/3/3 in my LODSync Blueprint Component. My preferred setup.)
You can customize this further if you want. Toggle individual fingers, right wrist, left elbow, right ankle, right shoulder, left clavicle, etc. This doesnāt enable faster frame time compared to simply disabling everything. But it allows for customization; more āhave your cake and eat it tooā scenarios.
For example, when my character is out of combat, the correctives are turned off. But when they draw their sword, the right elbow, shoulder and wrist correctives turn on & the left elbow correctives turn on. This lets my sword arm look good while the shield arm is curled up not being used as much.
Iām done with my Metahuman performance deep dive at this point. Just tweaking settings to my personal taste before sharing all info. Keep in mind, this LOD stuff is just 1 piece of the puzzle. Iām so excited to show you the cool tools and solutions I found. Iāll release a YouTube video before Monday, May 27th detailing the various ways you can optimize your Skel Mesh. Using the Metahuman as an example!
All solutions are 100% in engine.
Some solutions require UE 5.3+ features and/or UE 5.0+ plugins.
Back alley solutions, such as deleting bones in Blender or Maya, can now be done entirely in Unreal Engine.
Stay tuned!
Edit: shortly after posting this, something personal happened that will keep me away from my computer for a good 2 weeks. Youtube video will be delayed. If youāre dying for help optimizing your MetaHuman, hmu on discord, like whenever.