Export your changes back to the .dna file format so you can update your MetaHuman in Unreal Engine.

Component

Choose which component to export — Head or Body. The asset list and options update to match.

Method

Method When to use
Calibrate (recommended) Your vertex indices and bone names match the original DNA. Calibrates your bone and mesh changes into a new DNA.
Overwrite (experimental) Your vertex indices or bone names differ from the original DNA. Only use when calibration isn't possible.

Warning

Overwrite is new and experimental — it doesn't work in every case yet.

Asset List

Lists the meshes, armatures, and images that will be exported. Uncheck any asset to exclude it, and edit the name on the left inline.

Note

Mesh names must follow the MetaHuman LOD naming convention so the exporter knows which LOD each mesh belongs to.

Options

  • Run Validations — check the data before writing the DNA.
  • Update LODs (Pro) — recalibrate lower LODs from your LOD0 changes.
  • Align Head and Body (Calibrate) — align overlapping head/body bones to avoid a seam.

Output Folder

A single folder where everything is written. The .dna components go here, and textures export to a Maps subfolder.

Note

If your .blend is saved, you can use Blender's relative path syntax to help standardize your export folder. For example, setting //Ada will output your head.dna, body.dna, and Maps folder into a folder named Ada next to your .blend file.

Export Buttons

  • Only Component — export just the selected component (head or body) to a single DNA file, with no textures or supporting files. Fast when you only need to update one component's DNA.
  • MetaHuman Creator — export the head and body DNA plus textures in a format MetaHuman Creator accepts. This is the best way to output all the data for your MetaHuman.