MetaHuman Assembly
Before running the Face Optimizer or the ARKit 52 exporter, your MetaHuman needs to be assembled first. The assembly settings you choose will determine the triangle count, LOD structure, and texture quality you'll have to work with down the line. Getting this right matters, especially before batch processing dozens of characters.
Every project has different needs: an RPG with cinematics and character dialogues has different requirements than a fast paced multiplayer shooter with 16 characters on screen. The settings below strike a good balance between visual quality and performance, but do your own tests on a single character and validate runtime performance and quality before committing to a batch.
Recommended Settings
MetaHuman face meshes come in different resolutions depending on assembly settings. Our recommended LOD for real-time game use is around 6870 triangles on the face mesh, striking an excellent balance between visual quality and performance. Conveniently, several different assembly configurations all land on this count, just at different LOD levels.
| Pipeline | Quality | LOD with ~6870 tris | Texture quality | Verdict |
|---|---|---|---|---|
| Optimized | Medium | LOD 0 | 1~2K (low) | Mesh is good but textures suffer a lot |
| Optimized | High | LOD 1 | 2~4K (good) | Recommended sweet spot |
| Cinematic | Cinematic | LOD 3 | 4~8K (excellent) | Overkill for most projects |

Assembly Process
The following step by step covers the manual assembly process within the official MetaHuman Character tool. For our automated batch tool see Auto Assembler
Step 1 - Configure Assembly
Go to the Assembly tab in the MetaHuman character and set the following:
- Pipeline: Optimized
- Quality: High
- Set the target root directory to
/MetaHumans/Creator/ - Set the name to your character's name

Step 2 - Download Textures
Before clicking Assemble, download the textures for your character, which should take about 20 seconds. You only need to do this once, no need to download again for future assemblies, unless you want to change the texture quality. In the textures section:
- Click Refresh next to the face textures
- Click Refresh next to the body textures
- Click Download Texture Sources in the top bar
Tip
Oftentimes after downloading textures, the entire assembly UI panel disappears, which is most likely a UE bug. Simply switch to any other tab (avoid "Hair" which takes time to load) and switch back to the Assembly tab, the UI should reappear

Step 3 - Rig
Now click Create Full Rig in the top bar. This will usually take several minutes during which the engine will be unresponsive, although you should see a progress bar appear after a while.
Please note that once rigged, you won't be able to make any changes to your character's face or body, only hairs are available. To edit your character you will first need to click Remove Rig in the top bar. Then when you want to assemble, you will have to create the rig again.
Step 4 - Assemble
Click Assemble. The editor will be unresponsive for several minutes. See the Auto Assembler page for more detail on what happens during processing.
Step 5 - Check your export
After assembly, go to /MetaHumans/Creator/CharacterName/Face/ where you will find SKM_CharacterName_FaceMesh. Open it and check the different LODs and their vertex and triangle counts.

In the right panel you will also find the material slots with different LODs for the skin material:
- LOD 0 is the highest quality but significantly heavier (only for cinematic exports)
- LOD 1 is the practical sweet spot for game use
- LOD 3 is noticeably degraded, maybe usable for big crowds

Test Before You Batch
We strongly recommend doing a lot of testing with a single character to find the right settings before processing a large batch. Assembly takes several minutes per character and the editor is unresponsive during that time, so discovering the wrong quality level after processing 20 characters is frustrating.
Before processing your full character roster, validate your settings end-to-end on a single character:
- Assemble one character with your chosen settings
- Open the face mesh and check the vertex count and texture quality
- Run the Face Optimizer or ARKit exporter on it and verify the output
- Test the result in-game (framerate, visual quality, Live Link performance)
- If everything looks right, proceed to batch the rest
Tip
You can assemble the same character multiple times with different settings and compare them side by side in the Skeletal Mesh Editor before committing to a configuration for your whole roster.