For the complete documentation index, see llms.txt. This page is also available as Markdown.

Set up a MetaHuman character

Add Convai Chatbot and Face Sync components to a MetaHuman, assign the Convai animation classes, and configure lip sync for MetaHuman blendshapes.

This guide walks through connecting a MetaHuman to the Convai Unreal Engine plugin so it speaks with real-time lip sync and facial animation.

MetaHuman character setup walkthrough

Prerequisites

  • The Convai plugin is installed and your API key is configured — see Install the Convai plugin and Configure your API key.

  • Unreal Engine and the MetaHuman plugin are available in your project.

  • You have a Convai character ID from the dashboard.

Import a MetaHuman

In Unreal Engine 5.4 and later, MetaHumans are managed through the Fab plugin rather than Quixel Bridge. The import experience is similar — use Window > Fab or the Fab button in the toolbar to open the panel and navigate to the MetaHuman section. Refer to the Unreal Engine MetaHuman documentation for the current import path for your engine version. The Convai setup steps after import are the same regardless of how the MetaHuman is imported.

1

Open Quixel Bridge or Fab

In the Unreal Editor menu bar, select Window > Quixel Bridge (UE 5.3 and earlier) or Window > Fab (UE 5.4 and later). Navigate to the MetaHuman section.

2

Add a MetaHuman to your project

Select the MetaHuman you want to use and click to add it to your project. The first download may take a few minutes while textures and assets download. When the download completes, a MetaHumans folder appears in the Content Browser.

3

Open the MetaHuman Blueprint

In the Content Browser, open the MetaHumans folder, find your MetaHuman, and double-click the Blueprint (.uasset) file. If Unreal Engine prompts you to enable missing plugins required by the MetaHuman, click Yes and restart the editor. After restart, reopen the MetaHuman Blueprint.

Add the Convai components

1

Add the Convai Chatbot component

In the Blueprint editor for your MetaHuman, click Add in the Components panel. Search for BP Convai ChatBot Component and select it.

In the Details panel for the component, paste your Character ID from the Convai dashboard into the Character ID field under the Convai category.

2

Add the Convai Face Sync component

Click Add again in the Components panel. Search for Convai Face Sync and add UConvaiFaceSyncComponent.

In the Details panel, confirm that Lip Sync Mode is set to MetaHuman Blendshapes. This is the default value and the correct setting for MetaHuman characters.

Assign the Convai animation blueprints

MetaHuman characters use separate animation blueprints for body and face. The Convai plugin ships two assets at MetaHumans/Animations/ (ConvAI > MetaHumans > Animations in the Content Browser) that wire lip sync data into the MetaHuman skeleton.

1

Set the body animation class

In the Blueprint editor, select the Body skeletal mesh component. In the Details panel, find the Anim Class field under Animation. Set it to Convai_MetaHuman_BodyAnim.

2

Set the face animation class

Select the Face skeletal mesh component. In the Details panel, find the Anim Class field. Set it to Convai_MetaHuman_FaceAnim.

3

Compile and save

Click Compile and then Save in the Blueprint editor toolbar.

Add the MetaHuman to the level

Drag the MetaHuman Blueprint from the Content Browser into the level viewport and position it where you want.

Add the Convai Player component to the player pawn

If you have not already done this, open your player pawn Blueprint and add UConvaiPlayerComponent. See Add your first Convai character for the steps.

Test the setup

Enter Play mode. Use push-to-talk (default: T) or the chat widget to start a conversation.

Gesture and gaze animations

Starting in plugin version 4.0.0-beta.20, the plugin ships gaze and pointing Animation Blueprints plus a gesture motion library under MetaHumans/Animations/. When the Actions system issues an LLM gesture command, these assets activate through BPI_Convai_Animation without extra Blueprint wiring beyond the lip sync animation Blueprint setup above.

Lip sync animation blueprints

Asset
Content path
Purpose

Convai_MetaHuman_BodyAnim

MetaHumans/Animations/

Body animation — assign to the Body skeletal mesh Anim Class.

Convai_MetaHuman_FaceAnim

MetaHumans/Animations/

Face animation and lip sync — assign to the Face skeletal mesh Anim Class.

Gaze and pointing Animation Blueprints

Asset
Content path
Purpose

A1D_MH_BEye

MetaHumans/Animations/AnimBP/

Eye blink and gaze

A2D_MH_EyeLook

MetaHumans/Animations/AnimBP/

Eye look direction

B2D_F_HeadLook

MetaHumans/Animations/AnimBP/

Female head look

B2D_M_HeadLook

MetaHumans/Animations/AnimBP/

Male head look

B2D_F_Pointing

MetaHumans/Animations/AnimBP/

Female pointing

B2D_M_Pointing

MetaHumans/Animations/AnimBP/

Male pointing

LLM gesture library

Each gesture ships female (Anim_F_*) and male (Anim_M_*) animation sequences plus Animation Montage counterparts (*_Montage). All paths are under MetaHumans/Animations/Motion/Gestures/.

Gesture
Folder
Key assets (per gender)

Bye

Gestures/Bye/

Anim_F_Bye, Anim_F_Bye_Montage / Anim_M_Bye, Anim_M_Bye_Montage

Hi

Gestures/Hi/

Anim_F_Hi, Anim_F_Hi_Montage / Anim_M_Hi, Anim_M_Hi_Montage

Like

Gestures/Like/

Anim_F_Like, Anim_F_Like_Montage / Anim_M_Like, Anim_M_Like_Montage

No

Gestures/No/

Anim_F_No, Anim_F_No_Montage / Anim_M_No, Anim_M_No_Montage

Think

Gestures/Think/

Anim_F_Think, Anim_F_Think_In, Anim_F_Think_Loop, Anim_F_Think_Out, Anim_F_Think_Montage / male equivalents (Anim_M_Think_*)

Wink

Gestures/Wink/

Body: Anim_F_Wink_Body, Anim_F_Wink_Body_Montage / Anim_M_Wink_Body, Anim_M_Wink_Body_Montage. Face: AnimFace_F_Wink, AnimFace_F_Wink_Montage / AnimFace_M_Wink, AnimFace_M_Wink_Montage

Yes

Gestures/Yes/

Anim_F_Yes, Anim_F_Yes_Montage / Anim_M_Yes, Anim_M_Yes_Montage

The plugin also ships additional body-action animations under MetaHumans/Animations/Motion/Actions/ (Clap, Dance_Disco, Dance_Groove, Dance_GStyle, Jump360) and locomotion assets under Motion/Idle/, Motion/Walk/, Motion/Jog/, and Motion/Talk/.

The animation interface BPI_Convai_Animation at Interfaces/BPI_Convai_Animation connects the Actions system to these assets.

Troubleshooting

MetaHuman mouth does not move during speech

Symptom: Audio plays but the mouth does not animate.

Cause: Lip Sync Mode is set to the wrong target, or the face and body animation classes are not the Convai MetaHuman variants.

Fix: Confirm Lip Sync Mode on UConvaiFaceSyncComponent is MetaHuman Blendshapes. Confirm Anim Class on the Face mesh is Convai_MetaHuman_FaceAnim and on the Body mesh is Convai_MetaHuman_BodyAnim.

Verify: Enter Play mode and speak to the character. Open Window > Output Log, filter on ConvaiFaceSync or ConvaiChatbotComponentLog, and confirm no errors appear while the character speaks.

Character does not respond to voice or text

Symptom: The MetaHuman is in the level but does not react to input.

Cause: The Character ID is missing or incorrect, the API key is not configured, or UConvaiPlayerComponent is absent from the player pawn.

Fix: Verify the Character ID on the Convai Chatbot component matches a character in your Convai dashboard. Confirm your API key is set (see Configure your API key). Confirm the player pawn has UConvaiPlayerComponent added.

Verify: Open Window > Output Log and filter on ConvaiChatbotComponentLog or ConvaiConnectionManagerLog. Look for connection or authentication errors when you enter Play mode and attempt a conversation.

Next steps

Set up a Reallusion (CC) characterConfigure conversation inputValidate your setup

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