Getting Started with MetaHumans in Unreal Engine

Learn how to create a MetaHuman and use Quixel Bridge to download and export them to Unreal Engine.

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This quickstart guide will walk you through the steps to create a MetaHuman in MetaHuman Creator, download their Assets, and export them from Quixel Bridge into an Unreal Engine Project.

Required Setup

Before you can follow the steps in this guide, you must complete the following setup:

  1. Access MetaHuman Creator and log in with your Epic Games account.

  2. Create a custom MetaHuman. If you need additional information on how to do this, refer to the

    [](workflows/creating-metahumans)
    page.

  3. Download or activate Quixel Bridge. How you do this depends on which version of Unreal Engine you are using:

    • For Unreal Engine 4.26.1 or 4.27, download and install the Quixel Bridge standalone application.

    • For Unreal Engine 5, enable the Quixel Bridge plugin from the Plugins window (menu: Edit > Plugins), then access it from the Content button in the Main Toolbar.

      ![Enabling Quixel Bridge in Unreal Engine 5](overview/quixel-bridge-ue5.png)

All the MetaHumans you create are linked to your Epic Games account so you can access them from different computers. To use MetaHumans in Unreal Engine, you must first download their Assets from Quixel Bridge, and then export them.

This page contains two separate guides, depending on which version of Unreal Engine you are using. Follow the guide that is appropriate for your engine version.

Unreal Engine 4.26+

1. Download your MetaHuman from Quixel Bridge

  1. Open the Quixel Bridge application. Click the Sign In button, then select Sign in with Epic Games.

    Make sure you log in using the same Epic Games account you used for MetaHuman Creator.

    Signing in to Quixel Bridge.

  2. Click the MetaHumans filter in the sidebar. Your MetaHumans will display in the My MetaHumans panel.

    My MetaHumans gallery in Quixel Bridge.

  3. Click any MetaHuman. This will open an information panel.

  4. Select the level of quality for the MetaHuman's Assets you want to generate and download. You can select from the following three options:

    • Low Quality (1k resolution)

    • Medium Quality (2k resolution)

    • High Quality (8k resolution)

    Selecting the quality of MetaHuman Assets to generate and download.

  5. Click the Settings button, then select Download Settings.

    Opening a MetaHuman's download settings in Quixel Bridge.

  6. Select the Models tab, then set MetaHumans to UAsset + Source Asset.

    Setting MetaHuman download settings.

    Click Back to close this panel.

    If you do not complete this step, the export will fail.

  7. Click the Download button. This will start generating your MetaHuman's Assets (Static Mesh, textures, Blueprint, and so on).

    The amount of time it takes to generate and download your MetaHuman's Assets depends on the level of quality you selected, the complexity of your MetaHuman's Assets, and your download speed. On average, it can take 20-30 minutes to generate and download all the required Assets for a MetaHuman.

    Downloading a MetaHuman's Assets.

    Your MetaHuman's character tile displays the progress of Asset generation and the subsequent download in real time. Wait for the download to complete before you proceed to the next step.

2. Configure export settings in Quixel Bridge

  1. In your MetaHuman's information panel, click the Settings icon, then select Export Settings.

    Setting MetaHuman export settings.

    Refer to the

    [](exporting-metahumans)
    page for more information about download and export settings for MetaHumans.

  2. Configure the following settings:

    Export settings for MetaHumans in Quixel Bridge.

    Setting

    Description

    Export Target

    Unreal Engine

    Engine Version

    Select the version of Unreal Engine you want to export your MetaHuman to.

    MetaHumans are supported on Unreal Engine 4.26.1 and newer versions.

    Plugin Location

    By default, Unreal Engine stores all plugins at the following locations:

    • C:\Program Files\Epic Games\UE_[version]\Engine\Plugins on Windows

    • /Users/Shared/Epic Games/UE_[version]/Engine/Plugins on macOS

    If you installed Unreal Engine in a different location, use your custom install path instead, followed by Engine/Plugins here.

  1. Click the Install Plugin button.

    Installing the Quixel Bridge plugin for Unreal Engine 4.

    After the installation completes, click Back to exit this panel.

3. Export your MetaHuman to Unreal Engine

  1. Open the version of Unreal Engine you set as an Export Target in the previous step.

    If you open a different version of Unreal Engine - for example, if you set your Export Target to Unreal Engine 4.26 but opened Unreal Engine 4.27 - the export will fail.

  2. In Quixel Bridge, click the Export (+) button to export your MetaHuman to Unreal Engine.

    Exporting a MetaHuman to Unreal Engine from Quixel Bridge.

  3. If this is the first time you import a MetaHuman into the currently open Unreal Engine project, you will see several warnings asking you to enable missing plugins and Project Settings. Click the Enable Missing button for all of these, save your work, and restart Unreal Engine.

    MetaHumans require specific plugins and Project Settings to work. This step enables them automatically. For a full list of MetaHuman requirements, refer to the

    [](metahumans-unreal-engine/requirements-configuration)
    page.

    Example message asking you to enable missing Project Settings after you import a MetaHuman into Unreal Engine 5.

    Example message asking you to enable missing Project Settings when you import a MetaHuman into your project for the first time.

  4. When the export completes, you will see your MetaHuman's Assets in the Content Browser, in the Content/MetaHumans/ folder. Their main Blueprint is named BP_MetaHumanName. For example, if your MetaHuman's name is Ada, their Blueprint will be named BP_Ada.

    A quick way to find your MetaHuman's Blueprint is to search for it by name from the Content Browser's Search Bar.

    A MetaHuman Blueprint in the Content Browser.

4. Add your MetaHuman to the Level.

To add your MetaHuman to the currently open Level, drag the BP_MetaHumanName Blueprint from the Content Browser into the Level Viewport.

Unreal Engine 5

Unreal Engine 5 is still in Early Access, which means that it is not production-ready and some features might be unstable. For additional information, refer to the Unreal Engine 5 FAQ.

1. Download your MetaHuman from Quixel Bridge

  1. In the Quixel Bridge plugin, click the Log In button, then sign in using the same Epic Games account you used for MetaHuman Creator.

    Being logged in to the Epic Games launcher does not automatically log you in to Quixel Bridge as well, even if you're using the Bridge plugin inside Unreal Engine 5. If you are not logged in or you are using an account that doesn't have access to MetaHuman Creator, you will not see any MetaHumans in Quixel Bridge.

    Signing in to Quixel Bridge.

  2. Click the MetaHumans filter in the sidebar. Your MetaHumans will display in the Latest MetaHumans panel.

    The Bridge plugin for Unreal Engine 5 currently doesn't display any MetaHuman Presets. This is a known limitation.

    Accessing your MetaHumans in Quixel bridge.

  3. Click any MetaHuman. This will open an information panel where you can select the level of quality for the MetaHuman's Assets you want to generate and download.

    You can select from the following three options:

    • Low Quality (1k resolution)

    • Medium Quality (2k resolution)

    • High Quality (8k resolution)

    Selecting the quality of MetaHuman Assets to generate and download.

  4. Click the Download button. This will start generating your MetaHuman's Assets (Static Mesh, textures, Blueprint, and so on).

    The amount of time it takes to generate and download your MetaHuman's Assets depends on the level of quality you selected, the complexity of your MetaHuman's Assets, and your download speed. On average, it can take 20-30 minutes to generate and download all the required Assets for a MetaHuman.

    Downloading a MetaHuman's Assets.

    While your MetaHuman's Assets are being generated, you will see a spinning circle on their character tile. Once the download has started, you will see a percentage. Wait for the download to complete before you proceed to the next step.

2. Export your MetaHuman to Unreal Engine

  1. After your MetaHuman's Assets have finished downloading, the Add (+) button will become available. Click the Add button to import your MetaHuman into Unreal Engine 5.

    Exporting a MetaHuman to Unreal Engine 5.

    Unreal Engine 5 will display a real-time report on your import progress.

    Importing a MetaHuman progress bar display.

    Refer to the

    [](exporting-metahumans)
    page for more information about download and export settings for MetaHumans.

  2. If this is the first time you import a MetaHuman into the currently open Unreal Engine project, you will see several warnings asking you to enable missing plugins and Project Settings. Click the Enable Missing button for all of these, save your work, and restart Unreal Engine.

    MetaHumans require specific plugins and Project Settings to work. This step enables them automatically. For a full list of MetaHuman requirements, refer to the

    [](metahumans-unreal-engine/requirements-configuration)
    page.

    Example message asking you to enable missing Project Settings after you import a MetaHuman into Unreal Engine 5.

    Example message asking you to enable missing Project Settings when you import a MetaHuman into your project for the first time.

  3. When the export completes, you will see your MetaHuman's Assets in the Content Browser, in the Content/MetaHumans/ folder. Their main Blueprint is named BP_MetaHumanName. For example, if your MetaHuman's name is Ada, their Blueprint will be named BP_Ada.

    A quick way to find your MetaHuman's Blueprint is to search for it by name from the Content Browser's Search Bar.

    A MetaHuman Blueprint in the Content Browser.

  4. (Optional) Wait for shaders to compile. You can see shader compilation progress in the lower-right corner of the Unreal Editor window.

    Compiling shaders is a resource-intensive process and it can take a long time, especially for high quality Assets.

3. Add your MetaHuman to the Level

To add your MetaHuman to the currently open Level, drag the BP_MetaHumanName Blueprint from the Content Browser into the Level Viewport.

Next Steps

After successfully exporting your MetaHuman, you can start using them in your projects. Refer to the resources below for some of the things you can do with MetaHumans in Unreal Engine.

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