
Welcome to Making a Metahuman Playable in Unreal Engine (Using the Third Person Template)
If you've ever tried to make your Metahuman character playable by building on Unreal's Third Person Template, you've likely followed the basic five-step tutorials that are out there successfully and got it working.
So why take this course?
I'll walk you through why Unreal Engine's character architecture relies on inheritance and composition, and how that allows us to bring a Metahuman into the gameplay framework by building on existing foundations, while learning about blueprints, character movement, animation processes, and retargeting.
Whether you're a filmmaker, indie dev, or technical artist working with Metahumans, you'll come out of this with a solid grasp of:
Inheritance vs. composition
What makes a character playable
How to retarget existing animations to Metahuman skeletons (live!)
And how to debug issues
By the end of this course, you'll have a better understand of Unreal Engine systems and functionality while using the goal of making a Metahuman playable with the Third Person Template as your learning project.
Let’s get started.
Learn to add a free metahuman outfit from fab to Ada, ensuring compatibility with the parametric body, applying it before rigging, importing assets, and assembling the blueprint for the level.
Unreal uses the player start actor to determine where Quinn spawns and which way she faces. Ensure the player start has room and avoids collisions; otherwise spawn may be shifted.
Unreal uses the game mode as a rulebook that defines the default pawn class and how characters spawn, guiding how Quinn becomes a playable metahuman in the third person template.
Discover how inheritance and composition drive Unreal Engine characters, define objects, classes, and instances, and learn why metahumans become playable in the third-person character blueprint.
Explore how inheritance builds a hierarchy from a base object to car frame, car, and sedan, illustrating is-a relationships and component-driven specialization in Unreal Engine.
Explore Unreal Engine's blueprint two meanings: the visual scripting system with nodes and wires, and blueprint classes created in the editor based on a parent class like actor.
Explore how the player controller bridges human input to a metahuman, detailing possession, default pawn setup, and steps to make cinematics-focused metahumans playable via a third-person blueprint.
Change BP Ada's parent class to BP_ThirdPersonCharacter and save. Spawn at the current camera location to see both the metahuman and Quinn, with Quinn animating and Ada static.
Explore how an animation blueprint and state machine drive Quinn’s motion in Unreal Engine 5, using velocity, in‑air status, and a blend space to animate idle, walk, run, and jump.
Explore how Unreal Engine 5.7 updates animation blueprints by introducing the ABP_underscore_unarmed and combat variants built on the base template, enabling armed and unarmed states and a health management system.
Explore why retargeting lets you reuse animation data between different skeletons in Unreal Engine, and compare offline retargeting with live retargeting to build efficient metahuman animations.
Explains retargeting animation data between skeletons, detailing bone hierarchies and transforms, and shows how proportion and pose mismatches alter motion when mapped onto different skeletons, with forward and inverse kinematics.
Apply forward kinematics to animate a character by rotating a parent bone and cascading motion to its child joints, using Unreal's transform bone node to craft a wave.
Learn how forward and inverse kinematics work, contrast FK with IK, and apply full-body IK for retargeting in Unreal Engine 5 with end effector goals and pole vectors.
Learn the three-phase retargeting pipeline in Unreal Engine 5.7—retarget root with the pelvis, apply FK to match body shapes, then use IK to align end effectors.
Demonstrates building a three-phase retargeting pipeline with IK rigs, the IK retargeter, and the ops stack to connect Manny to Ada, highlighting pelvis motion, FK pass, and IK pass.
Set up a live retargeting workflow by configuring the MetaHuman blueprint, aligning Ada to Quinn, and applying a retarget pose from mesh with an IK retargeter.
Duplicate the metahuman blueprint and set its parent to bp_third_person_character. Assign the ABP metahuman female medium normal retargeting and enable always tick pose and refresh bones for live retargeting.
Leverage the retargeting opstack to reorder operations, test various animations, and fine-tune FK, IK, and pelvis translation for natural motion, with debug, profile views, and real-time performance considerations.
Adjust the character movement component parameters in Ada’s blueprint—gravity and walk speed—to shape the movement feel of a playable metahuman in Unreal Engine 5.7, while noting the upcoming mover component.
Watch the trailer for love love: fractures and explore forgiveness, betrayal, and cross cultural identities. Apply these dynamics to playable meta humans in unreal engine 5.7.
Learn to light in Unreal Engine 5.7 like a cinematographer to serve story with emotion and atmosphere, using lumen, path tracing, and post-processing in a rough-to-polish workflow that directs attention.
Course Note: Updated April 2026 to Unreal Engine 5.7 with new Metahumans, new Third Person Template, and the Retargeting Ops Stack
Most tutorials on making a Metahuman playable using the Third Person template teach you how to do it by following a list of steps. This course teaches you what those steps actually do, and why that matters.
As a Gold-tier Unreal Authorized Instructor, an Unreal Animation Fellow, and a generalist focused on all things Unreal Engine, including Virtual Production, Game Design, and Cinematics, I understand just how fast Unreal Engine is developing and changing. Understanding how the engine ticks (pun intended!) is key to your ability to thrive using Unreal Engine and problem solve when things don't work as expected.
In this focused, 3+ hour course, you’ll gain an architectural understanding of how Unreal Engine spawns and controls characters, including Metahumans, and deep dive into the third person template. Instead of overwhelming you with features, we go deep into core principles like:
Inheritance and Composition
Game Mode and Default Pawn Class
Blueprint Class Hierarchies
Live Animation Retargeting
Character Movement Components
You’ll learn to bring in a Metahuman and make them playable using the Third Person template — not by blindly replacing meshes, but by understanding the underlying systems used by the Third Person template. You are encouraged to break things and find your way back again, asking WHY -- that is the way.
Whether you're working in indie games, virtual production, or animation, these are the kind of Unreal Engine fundamentals that will unlock both your curiosity and your capability.
By the end, you’ll be confident not just in using Metahumans — but in using the Third Person template for your own projects.