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Reimporting to Unreal

Importing the FBX

Placeholder — drag the FBX into the Content Browser or use File > Import, choose the correct destination folder.

Import Settings

Placeholder — key import options: import as Skeletal Mesh, import morph targets enabled, skeleton selection (reuse existing MetaHuman skeleton).

Material Reassignment

Placeholder — explain why materials need reassignment after FBX import and how to do it.

Material Slot Mapping Reference

Placeholder — table mapping OBJ material group names to the corresponding MetaHuman material assets (all 9 slots: head, teeth, eyes, eyelashes, eyebrows, saliva, beard, eyelids, etc.).

Assigning to a MetaHuman Blueprint

Placeholder — how to swap the Face mesh component in the MetaHuman character Blueprint to use the newly imported morph-target mesh.

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