Opening a Blueprint
Once you’ve successfully imported a MetaHuman character into UE5, you’ll see a few folders and a file starting with the BP_ prefix, as shown in Figure 3.1. The folder contains all the assets required to display your character.
Figure 3.1: The Blueprint inside the Content Browser
When you double-click on the Blueprint, this will open your character’s Blueprint. You will see that the screen is made up of six tabs, as shown in Figure 3.2:
Figure 3.2: The six panels of the character Blueprint
Let’s break down the tabs:
- Components: This is where we can select what part of the MetaHuman we wish to edit. We can also add additional components, such as meshes, cameras, and lights to our MetaHuman.
- My Blueprint: Here, we can see what functional elements are associated with our MetaHuman, such as the ARKit setup, which allows for facial motion capture to be directed to our character. ...