Requirements & Compatibility¶
Unreal Engine¶
The exporter is an editor plugin for Unreal Engine 5.6, 5.7 and 5.8. Each engine version has its own download, because a plugin's compiled code is tied to the engine it was built against. Pick the package that matches the engine your MetaHuman project runs in.
It installs without a build step and changes nothing in the engine itself. See Installation.
Your MetaHuman¶
The exporter reads an assembled MetaHuman. Assembly is the step in the MetaHuman editor (or Creator) that turns the character you edit into the baked meshes, materials and Blueprint that make up the runtime character.
You can point the exporter at either:
- a MetaHuman Character (the asset you edit), which the exporter reads through its assembled output, or
- an assembled MetaHuman Blueprint (
BP_<Name>), the one you would drag into a level.
If the character has never been assembled, assemble it first and save the project before exporting. The assemble step builds its results in memory, so without a save the assembled folder is not written to disk. See Troubleshooting.
The MetaHuman plugin must be enabled in the project, which it already is in any project that has a MetaHuman in it.
Project Settings¶
MetaHumans also need a few skinning settings in the project, the ones Unreal offers to turn on when a MetaHuman first arrives. If they are off, the export window says so and offers to set them and restart the editor. See Troubleshooting.
The Unity side¶
For the FBX for Unity path, the export is tested on Unity 6.3, with both the Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP). HDRP comes the closer of the two to Unreal, since its materials can do more, such as skin that lets light into it and Unity's own hair shading. URP's defaults have had the finer tuning so far, and HDRP's are still being refined.
The ready-made materials and import settings are made for Unity 6.3. The FBX and its textures are not tied to a Unity version, so an earlier one can take them, with the materials set up by hand where needed.
Expect the hair to come close to Unreal rather than match it. Unreal shades MetaHuman hair in a way Unity's standard materials cannot, URP's least of all. See Hair looks different from Unreal.
Nothing extra is needed in the Unity project. The export carries its own textures, materials and import settings, so the folder imports on its own.
The OBJ path¶
For Per-Expression OBJs, any tool that reads OBJ works. The set is written for building an expression rig in Maya or Blender. No Unity, pipeline or material choices apply to this path.