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.
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
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
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.
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.
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.
When the setup is working, the MetaHuman's mouth moves in sync with the character's spoken response and facial expressions change dynamically during the conversation. If the character does not respond, see Validate your setup.
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
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
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/.
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 setupLast updated
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