- My MetaHuman's hair does not render correctly:
- Have a look at this wiki entry about Using MetaHumans in VR
- Try to see whether one specific LOD (Level of Detail works), they should have a
LODSync
component attached to the MetaHuman, which you can use theForced LOD
property of (-1 means automatic)- If some strand-based hair seems to be missing and/or glitching into the skin and you are using forward shading, this may be caused by MSAA. Disabling MSAA in "Project Settings -> Anti-Aliasing Method" should fix this issue.
- Using forward shading can lead to overly bright reflections of the MetaHuman's hair. This problem does not occur when using deferred rendering.
- I have performance problems with MetaHumans in VR:
- See this dedicated page for performance optimizations.
- I want to use my own idle animation instead of the default ones provided in the
Default
state machine in the animation blueprint.
- The
VirtualHuman
actor has an array ofCustomIdleAnimations
where you can specify those and they will be played in theDefaultSlot
overwriting the default state machine.⚠️ This however also means that locomotion does not work anymore in that case! If you need that to work, you have to replace the idle in the blend space used- If you give multiple animations from those always random ones are played and blended between.
- I get a
Ensure condition failed: LUTIndex.IsValidIndex(PoseNames[PoseIndex].UID)
warning when using a MetaHuman in my project.
- This seems to happen because the experimental
PoseDriver
animation graph node is used and causes problems in one of the default animation graphs.- In one of the sub-skeletal meshes (in my case
Legs
andFeet
) a defaultAnimation Blueprint
is used, which used the experimentalPoseDriver
nodes. By removing them I eliminated the problem while everything worked still well with custom animations.- Unfortunately this has to be done in the common blueprints, which are copied in every project when importing a MetaHuman, so we have to do it in every project.
- Some pictures, what to do, can be found in this issue
- My female MetaHumans look weird when idling (tilted forward, hands within body)
Use the
Animation/MetaHuman/femaleMetaHumanIdle
animation as custom idle animation (it, however, does not really work for mal MetaHumans...)
Sometimes when improting and mapping new CCs characters to the
Henry_Skeleton
, it is changed. Look into the foldercharacter-plugin/Content/Characters/Henry
using git. If the skeleton asset is marked as changed, revert those changes and everything should be fine.
- The head of my virtual human is jittering when using
VHGazing
Try disabling bSupportClampedRotationByOtherParts under
VHGazing | GazeDynamics
(only available from UE5.3 on)