Place it under the section:Ĭompat.MAX_GPUSKIN_BONES=75 DefaultDeviceProfiles.ini Configuration Commandsĭevice Profiles provide options that you can use to set device and platform-specific configurations. To ensure that your MetaHumans are able to load and run on any mobile devices you deploy them to, add the following command to the DefaultEngine.ini configuration file in your project. This limitation is the maximum number of bones that can be skinned on mobile GPUs in a single draw call. On mobile platforms, skinned characters are limited to a maximum of 75 bones. The following sections highlight some additional console commands that you can use and add to your specific configuration (*.ini) files. Additional Console Commands for MetaHumans
With it disabled, Niagara is evaluated before the physics asset update and causes collision to be one frame behind in some cases. This means that artifacts, such as seam lines, can happen where vertices should match up, like around the neck and torso.įorces Niagara ordering/dependency to be evaluated in the last tick group after all other groups for hair. When MAX_GPUSKIN_BONES is set, this property reduces the number of skinned "chunks" that get created.
When Support Compute Skin Cache ( r.SkinCache.CompileShaders) is enabled, this means that not all Skeletal Meshes will use skin cache by default. It will compile the shaders for skinning on a compute job and not skin on the vertex shader. Whether or not to compile the GPU compute skinning cache shaders. This command ensures that the vertices of the neck match correctly to those of the body. For example, on MetaHumans, separate skeletal meshes are used for the head and neck, and the body. Option 2 uses the green vertex color to perform this operation. 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