A collection of MetaHumans created using the new Mesh to MetaHuman tool in the new MetaHuman Plugin for Unreal Engine 5
Official Documentation Mesh to MetaHuman Mesh to MetaHuman Quick Start Press Coverage fxGuide: Huge update for MetaHuman : Import your own head! AWN: Unreal Engine Mesh to MetaHuman Plugin Now Available 80.tv: Epic Games’ New Release Brings a Mesh to MetaHuman Feature to UE GameFromScratch: Make Your Own MetaHuman in Unreal Engine 5 CGPress: Epic updated Metahuman with ability to import custom character meshes YouTube Twitter These take a while to load
The Modern Sponza rendered in Unreal Engine 5 with Lumen The original Sponza scene is a classic in the field of computer graphics research. Originally created by Crytek for use in CRYENGINE for testing rendering features it was quickly adopted by the community making appearances in several academic papers and CG experiments. The original scene can still be downloading from the CRYENGINE Marketplace and, to this day, it is an amazing piece of graphics to look at.
In Unreal Engine’s terminology, a Data Asset is an asset that stores, guess what, data. It can be used, for example, to decouple the configuration from behaviour.
Data Assets in Unreal Engine all inherit from the UDataAsset. You can define a new Data Asset type by inheriting from UDataAsset and then your new data asset will become available in the Pick Data Asset Class Dialog:
I’m used to create new data assets using C++, you inherit from UDataAsset, add some members with UPROPERTY and done, however, recently I wanted to create one using only Blueprints.