UE5 - How Can I Setup This Blender Blueprint in Unreal Engine 5?

I don’t know where this question will fit in since I’m slowly transitioning to UE5 with my finished character project, so I thought I’d post on both Blender and Unreal forums to see if anyone can help. I have a finished eyeball setup in Blender that I’m trying to figure out how to set up in Unreal Engine 5. I’ve already done many hours of research, but the only tutorials or help I could find are from people saying to just use the UE eye image textures and materials on my own character. Since all my Iris and sclera color, normal, and opacity image maps are already finished and ready to go, how can I set up this blueprint in UE5 coming from Blender?




You just want to make a Material in UE5? You can just create a new Material in your Materials folder for your character, Materials->Material, name it, then open it up, and you can just drag drop all your texture maps and plug them into the corresponding nodes.

You can get as In-Depth or Basic as you want with these, for really in depth multi use materials, you can even make a Material Master and expose texture maps, create in depth Material Functions and Nodes like on the UE5 Mannequin.

If you intend to use this for more than just 1 character, but the eyes for all characters, you could make it the Material Master, and create Material Instances from that, so all the functionality is done once, but you can tailor each Instance to as many characters as you want.

A pretty decent tutorial from the UE team on YouTube

1 Like

Thanks! I’ll check this out for sure. I want the blueprint to be as simple as possible and I do plan to use the same eye setup on all my characters for consistency. If anyone know of any specific nodes I should use to make this as easy as possible, let me know, but I’ll start playing around with it :slightly_smiling_face:

So I’ve gotten a little further with getting my character’s eyeballs and iris setup, but I’ve discovered that the (IOR) Index of Refraction is not doing the same thing it’s doing in Blender. When I increase the IOR, it doesn’t increase enough and from certain angles, you can see through the character where the iris and the outer sclera are. How can I increase the IOR so that the light bends the iris more and hides the gap between the iris and sclera?

Here’s a video to better explain what I mean. I was able to reproduce the problem in Blender by adjusting the IOR and messing up the appearance of the internal Iris. I’m trying to figure out how I can reproduce these same effects in UE5