> * 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:
> * Play around with the ``Forced LOD`` level (see above)
> * Play around with the ``Scalability Setting`` (Settings --> Engine Scalability Settings), this also helps for getting MetaHumans to run in VR in UE 4.26. Just see what details level is the best trade-off for you.
> * For more information have a look at the [debugging and performance testing](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unrealprojecttemplate/-/wikis/Performance-Debugging-and-Profiling) wiki entry.
> * See [this dedicated page](performance) 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 of ``CustomIdleAnimations`` where you can specify those and they will be played in the ``DefaultSlot`` overwriting the default state machine.