Update FAQs authored by Konstantin Kühlem's avatar Konstantin Kühlem
* My MetaHuman's hair does not render correctly: * My MetaHuman's hair does not render correctly:
> * Have a look at this wiki entry about [Using MetaHumans in VR](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/unrealprojecttemplate/-/wikis/Using-MetaHumans-in-VR) > * Have a look at this wiki entry about [Using MetaHumans in VR](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/unrealprojecttemplate/-/wikis/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 the ``Forced LOD`` property of (-1 means automatic) > * 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 the ``Forced 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. > * 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. > * 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: * I have performance problems with MetaHumans in VR:
> * Play around with the ``Forced LOD`` level (see above) > * See [this dedicated page](performance) for performance optimizations.
> * 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. * 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.
* I want to use my own idle animation instead of the default ones provided in the ``Default`` state machine in the animation blueprint. > * :warning: 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
> * 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. > * If you give multiple animations from those always random ones are played and blended between.
> * :warning: 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.
* I get a ``Ensure condition failed: LUTIndex.IsValidIndex(PoseNames[PoseIndex].UID)`` warning when using a MetaHuman in my project. > * In one of the sub-skeletal meshes (in my case `Legs` and `Feet`) a default `Animation Blueprint` is used, which used the experimental `PoseDriver` nodes. By removing them I eliminated the problem while everything worked still well with custom animations.
> * This seems to happen because the experimental ``PoseDriver`` animation graph node is used and causes problems in one of the default animation graphs. > * 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.
> * In one of the sub-skeletal meshes (in my case `Legs` and `Feet`) a default `Animation Blueprint` is used, which used the experimental `PoseDriver` nodes. By removing them I eliminated the problem while everything worked still well with custom animations. > * Some pictures, what to do, can be found in [this issue](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/audictive-study/-/issues/2)
> * 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](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/audictive-study/-/issues/2) * 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...) <br>
* My female MetaHumans look weird when idling (tilted forward, hands within body) > ![image](uploads/2f2f65067c3198a2edc3da29e4c5ed9a/image.png)
> Use the ``Animation/MetaHuman/femaleMetaHumanIdle`` animation as custom idle animation (it, however, does not really work for mal MetaHumans...) <br>
> ![image](uploads/2f2f65067c3198a2edc3da29e4c5ed9a/image.png) * The eyes and feet of my CC3 models look very weird:<br>![image](uploads/e4a5ceb17a5da9bee6ba4cfc3a68bc9b/image.png)
> Sometimes when improting and mapping new CCs characters to the ``Henry_Skeleton``, it is changed. Look into the folder ``character-plugin/Content/Characters/Henry`` using git. If the skeleton asset is marked as changed, revert those changes and everything should be fine.
* The eyes and feet of my CC3 models look very weird:<br>![image](uploads/e4a5ceb17a5da9bee6ba4cfc3a68bc9b/image.png)
> Sometimes when improting and mapping new CCs characters to the ``Henry_Skeleton``, it is changed. Look into the folder ``character-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``
* The head of my virtual human is jittering when using ``VHGazing``
> Try disabling bSupportClampedRotationByOtherParts under ``VHGazing | GazeDynamics`` (only available from UE5.3 on) > Try disabling bSupportClampedRotationByOtherParts under ``VHGazing | GazeDynamics`` (only available from UE5.3 on)
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