Why are Metahumans so heavy to run?

With Metahumans a lot of devs had access to a very interesting tech regarding characters setup in engine, from mobile to AAA cinematics style, but for non-devs is not that easy understand what’s going on, and Epic usually release new tech without proper documentation, so lot of people rely on outside help, and looking at YouTube, everyone is doing the same thing, meaning running LOD0 characters with RTX on for beauty shots, and that’s it, so if you look for Metahumans tutorials/optimization, there isn’t really a lot about it.

Is too bad, because as complicated as the facial skeletal hierarchy and the body corrective joints look very cumbersome and not clear at all, if you open a skeletal mesh within the engine itself, there is a lot of already made optimization for the various LODs, which makes life a lot easier, you just need to explore a bit the setup, understand what’s going on and you can eventually apply the same techniques to your custom characters.

You can also get the source Maya file to explore, so that you can check the facial rig, you can check how the body skinning is done, and eventually repurpose the same tech ( rig, skinning info and so on ) on your characters, so you do have a lot of informations that you can use for your game.

But then again, people expect to drag&drop a Metahuman in the scene and everything is perfectly fine…well, no, you do need to put effort and understand what’s going on, otherwise you’ll endlessly complain that the tech is crap and doesn’t work as you want.