How to Bring a MetaHuman from UE5.6 to UE5.4

 



Custom MetaHuman Import Workflow (Unreal Engine 5.6 → 5.4)

This document outlines the process for importing a custom MetaHuman skeletal mesh and associated assets from Unreal Engine 5.6 into 5.4, including body, clothing, and face, while ensuring the facial control rig works correctly via the DNA file.


Prerequisites

  • Unreal Engine 5.6 project containing your custom MetaHuman.
  • Maya export of your custom MetaHuman (includes .dna files for both body and face).
  • Unreal Engine 5.4 project for importing the assets.
  • A base MetaHuman from Quixel for blueprint reference.

Step 1: Import Base MetaHuman

  1. Import a standard MetaHuman from Quixel into your Unreal Engine 5.4 project.
  2. This will generate the MetaHuman blueprint which we will duplicate and modify.

Step 2: Duplicate the Blueprint

  1. Duplicate the imported MetaHuman blueprint to create a new blueprint for your custom character.
  2. Rename it appropriately for your project.

Step 3: Replace the Body Skeletal Mesh

  1. Import the body skeletal mesh exported from Unreal Engine 5.6.
  2. In your duplicated MetaHuman blueprint:
    • Replace the existing body skeletal mesh with your custom body mesh.
    • Assign the MetaHuman Control Rig to the new body.
  3. Verify that body animation and rig controls function correctly.

Step 4: Attach Clothing

  1. Import your clothing assets into the project.
  2. Attach the clothing to the Torso skeleton of your new MetaHuman blueprint.
  3. Verify that clothing correctly follows body deformation.

Step 5: Replace the Face Skeletal Mesh

  1. Import the face skeletal mesh exported from Unreal Engine 5.6.
  2. Assign the duplicated facial control rig to this new skeletal mesh.
  3. Critical Step: Import the .dna file from your Maya export of the MetaHuman and assign it to the face skeletal mesh.
    • This step ensures the facial control rig is correctly connected to the MetaHuman’s facial data.
  4. Test facial animations to confirm proper functionality.

Best Practices

  • Always create your custom MetaHuman in UE 5.6 first.
  • Export a DCC version (Maya export) from 5.6, which will include the necessary .dna files.
  • The DNA file is essential for connecting the facial control rig to your custom face.
  • Always duplicate control rigs and blueprints for clarity and to avoid overwriting default assets.

Summary

  1. Import a base MetaHuman and duplicate its blueprint.
  2. Replace the body skeletal mesh and assign the MetaHuman control rig.
  3. Attach clothing to the torso skeleton.
  4. Replace the face skeletal mesh, assign the duplicated facial control rig, and import the .dna file.
  5. Test and verify all body and facial controls work as expected.

 

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