Part of the Process guide
Early access

The new process system is only in the early access version of Human Generator. It replaces the process tab of earlier versions, which is deprecated. Details can still change. If something doesn't work, or the result is not what you expected, let us know, on the Discord or by email.

Export to Unreal Engine

The Unreal recipe of the Process tab makes an FBX skeletal mesh in centimeters, with the bone names of the Unreal Mannequin, textures packed as ORM and the SK_, M_ and T_ prefixes of the Unreal style guide.

In Blender

  1. Select the human, open the Process tab and choose the Unreal recipe.
  2. Set the Folder and press Export to FBX.

What the recipe sets, and why:

SettingValueWhy
OutputFBX, Unreal prefixes naming, textures in a Textures folderSK_Jake, M_Jake_Skin, T_Jake_Body_BC as the style guide names them
SkeletonUnreal Mannequin names, A-pose, root bone root, centimetersThe Mannequin's names, rest pose and units, so the mesh imports at scale 1 and retargets to Mannequin animations
Bake TexturesORM packing, DirectX normal map, PNGOcclusion, roughness and metallic in one texture, the Unreal convention
Shape KeysFace rig and expressions kept, correctives removed, sliders bakedMorph targets for the face; the correctives would be static in Unreal

In Unreal Engine

Tested with Unreal Engine 5.8 and Blender 5.1: the skeletal mesh imports at 176 cm with the Mannequin bone names, 81 morph targets, and a material per part with the base color and normal map connected.

  1. Import: drag SK_Jake.fbx into the Content Browser. Unreal 5.4 and later import it through Interchange: keep Skeletal Mesh on, leave Skeleton empty to create one, and the morph targets come along. In the legacy FBX importer, turn on Import Morph Targets (it is off there). The textures in the Textures folder next to the file are imported along with the mesh.
  2. Materials: a material instance per part is created with the base color and normal map connected. The ORM texture needs wiring once: open the material, add T_Jake_Body_ORM with sRGB off, and connect R to Ambient Occlusion, G to Roughness, B to Metallic.
  3. Hair: set the hair materials to Masked blend mode, connect the alpha channel of the color texture to Opacity Mask, and make them Two Sided.
Did Unreal import it like this?

These steps are what we see in Unreal Engine 5. If your import differs, or a step is missing, we want to know which one, and your engine version. Tell us.

Troubleshooting

  • The character is tiny or huge: the units. The recipe exports centimeters; check that Units in the Skeleton section is still Centimeters and the import scale is 1.
  • No morph targets: the legacy FBX importer has Import Morph Targets off by default. Reimport with it on.
  • Roughness and metallic look wrong: the ORM texture is not wired, or has sRGB on. See step 2.
  • The skin looks pressed in: the normal map direction, Unreal expects DirectX (Y−).
  • The hair is solid: the hair material needs the Masked blend mode, see step 3, and PNG textures.
A problem that is not listed?

Tell us what you saw and what you expected. Tell us.