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Meta Humans

Custom Meta Humans in UEFN

By Admin ·

UEFN (Unreal Editor for Fortnite) supports MetaHumans - but with a catch that breaks most customization workflows: the optimized MetaHumans used in UEFN ship without morph targets, and the post-process animation blueprint techniques that drive morphs in standard Unreal projects are not available there. If your custom MetaHuman relies on morphs, it arrives in UEFN with a stock face.

The workaround: put the customization in the DNA

What UEFN does carry through is the MetaHuman DNA - including its bone expressions. So the path to a custom MetaHuman in UEFN is to express your customization as DNA bone data instead of morph data:

  1. Customize the body, head shape and skeleton with Mesh Morpher - sculpt or wrap your shapes as usual.
  2. Convert sculpted shapes into bone expressions. Mesh Morpher generates bone-driven DNA expressions from morph targets automatically, so the customization survives without a single morph.
  3. Bake into the DNA and bring the character into UEFN.

The video tutorial goes through the whole process:


▶ Watch the video on YouTube


Tips

  • Keep shapes bone-friendly. Bones reproduce smooth, regional changes well; very fine surface detail belongs in textures and normals in this pipeline.
  • Verify expressions after conversion. Check blinks and mouth shapes on the converted character - fix any misbehaving expression by editing its DNA bones directly.
  • The same trick helps everywhere morphs are expensive. Crowds, mobile targets and any memory-constrained platform benefit from bone-driven customization, UEFN or not.

Tools used

Everything here ships in Mesh Morpher Classic - the expression generation, DNA editing and baking all run inside Unreal Engine, or outside it in Mesh Morpher Studio.

#metahuman#uefn#dna#tutorial


Related posts

Looking for reference material? Read the Mesh Morpher documentation or see pricing & licenses.