Tangents will be recomputed for some vertices on skeletal meshes to ensure normals match to another skeletal mesh. R.SkinCache.BlendUsingVertexColorForRecomputeTangents Whether to use unlimited bone influences instead of the default 4/8 for GPU Skinning. In the configuration file, these commands will be added under the and sections.Įnables support of greater than 256 bone indices for rendering on individual sections on Skeletal Meshes. They will be added to the DefaultEngine.ini configuration file located in your project's root directory in the Config folder. The following project settings and console variables will request to be enabled on the first import of a MetaHuman from Quixel Bridge. The sections that follow details the complete listing of plugins, project settings, and console variables that are enabled and required by MetaHuman assets. When these messages appear, press Enable Missing to enable and add these project settings and plugins for your project and when indicated press Restart to reload the project and have these settings and plugins take effect. If these aren't set, it's possible for your MetaHumans to not work or even fail to load properly.Ĭaption: Pop-up message for the settings, plugins, and console commands that need to be enabled. The first time you bring a MetaHuman into Unreal Engine, pop-up prompts ask you to enable missing project settings, plugins, and console commands. This page also includes other relevant settings and commands that are useful for working with MetaHumans. This includes all project settings, plugins, and console variables needed. The page provides reference information for all MetaHuman requirements to load and effectively use them in an Unreal Engine project. MetaHumans on Mobile Configuration CommandsĭefaultDeviceProfiles.ini Configuration CommandsĬonsole Temporal Anti-Aliasing Upsampling Unreal Engine Requirements for MetaHumansĪdditional Console Commands for MetaHumans