Quick Start Guide
This guide covers the initial setup of ZenBlink on a MetaHuman, movement-mode selection, presets, Sequencer use, and animation baking.
Upgrading an existing project from ZenBlink 2? Read Upgrading from ZenBlink 2 to ZenBlink 3 before replacing the plugin. The integration must be rebuilt manually.
1. Enable ZenBlink
- Open the Unreal Engine project.
- Select Edit > Plugins.
- Search for ZenBlink.
- Enable the ZenBlink plugin.
- Restart Unreal Engine if prompted.
2. Attach ZenBlink from the Toolbar
- Place a MetaHuman in the level.
- Select the MetaHuman actor in the World Outliner.
- Click the ZenBlink toolbar icon.

- Choose how the component should be attached:
- Select Yes to add ZenBlink permanently to the MetaHuman Blueprint. Every instance of that Blueprint will include the component.
- Select No to add ZenBlink only to the selected actor in the current level.
- Save the MetaHuman Blueprint or level when prompted.
ZenBlink checks the selected actor before attaching the component and prevents duplicate ZenBlink components. If the selection is not recognized as a MetaHuman, the editor displays:
Please select a Metahuman Actor In the Outliner.
3. Attach ZenBlink Manually
To add ZenBlink directly to a MetaHuman Blueprint:
- Open the MetaHuman Blueprint.
- In the Components panel, select Add.
- Search for ZenBlink.
- Add the bundled ZenBlink Actor Component.
- Compile and save the Blueprint.
Adding the component to the Blueprint makes the setup available to every actor created from that Blueprint.
4. Select a Movement Mode
Select the ZenBlink component and open the Mode category in the Details panel. The Movement Mode property provides four options.
None
ZenBlink does not generate or follow a movement target. Facial idle, emotions, breathing, blinking, and other independently enabled features can continue to run.
Random
ZenBlink generates smooth procedural gaze targets as independent, center-weighted fixations.
- Set Movement Mode to Random.
- Enable Use Head Movement in the Head category when procedural head and neck movement is required.
- Adjust Movement Random Speed, Movement Random Smoothing, and Movement Random Strength.
- Change Movement Random Seed to produce a different deterministic movement sequence.
Changing Movement Mode to Random also sets Eye Mode to Random. Eye Mode can be changed independently afterward.
Larger direction changes travel more slowly, and each completed move holds briefly before the next target is chosen. Random movement therefore remains non-accumulating and avoids instant jumps between gaze directions.
Follow Target
ZenBlink follows an actor in the level.
- Set Movement Mode to Follow Target.
- Assign the actor to Target To Follow.
- Set Follow Range to the maximum tracking distance.
- Enable Use Head Movement when the head and neck should follow the target.
- Set Eye Mode to Follow Target when the eyes should also follow it.
Changing Movement Mode to Follow Target initially synchronizes Eye Mode to Follow Target. Eye Mode remains independently editable afterward.
When the assigned actor moves beyond Follow Range, ZenBlink temporarily uses random movement. Tracking resumes automatically when the actor returns. Set the range to 0 for unlimited tracking.
Follow Tag
ZenBlink follows the closest registered target with a matching tag.
- Add a ZenBlink Target component to the target actor.
- Set Movement Mode to Follow Tag.
- Ensure Target Tag matches the target component. The default is
ZenBlink_Target. - Set Follow Tag Range to the maximum tracking distance.
When the target moves beyond Follow Tag Range, ZenBlink temporarily uses random movement. Tracking resumes automatically when the target returns. Set the range to 0 for unlimited tracking.
See ZenBlink Target Component for target-source setup, variable descriptions, Blueprint functions, and multi-character behavior.
Rear Target Exclusion
ZenBlink can stop tracking targets that move behind the character.
Rear-target controls are available under Mode > Advanced while Follow Target or Follow Tag is selected. Enable Rear Exclusion prevents excessive head rotation. Rear Exclusion Angle sets the blocked area, while Rear Exclusion Hysteresis prevents rapid switching near its boundary.
Return Forward During Rear Exclusion is enabled by default and gently returns the head and eyes toward forward while the target is behind the character. Rear Reacquisition Time and Rear Reacquisition Max Speed control how smoothly tracking resumes.
5. Main Controls
The main controls for an initial setup are:
- ZenBlink Enabled: Enables or disables the complete ZenBlink result.
- Global Weight: Controls the final ZenBlink influence from
0-100%. - Face Enable: Enables ZenBlink facial animation.
- Use Head Movement: Enables procedural head and neck rotation.
- Head Override Rotation: Allows ZenBlink to replace incoming head and neck rotation. Disable it to retain movement from the incoming animation.
- Head Rotation Limit: Sets a soft head and neck rotation limit. Movement slows and settles naturally at the boundary while the eyes continue toward the target. Default:
10degrees. - Face Mesh Name: Exact skeletal mesh component name used for facial animation. Default:
Face. - Eye Mode: Selects no procedural gaze, random gaze, or target-following gaze.
- Emotion Enable, Facial Idle Enable, Breathing Enable, and Blink Enable: Enable the corresponding facial systems.
Use the Alpha, Blend, Strength, Smoothing, and regional weight properties in each category to adjust the result.
6. Use Presets and Emotions
ZenBlink presets store the user-facing component and procedural settings in the same categories used by the Details panel.
- Select the ZenBlink component.
- Open the Preset category.
- Assign a ZenBlink Preset asset to Preset.
- Click Load to apply it through the bundled component setup.
- Use Save to write the current configured values to the selected preset.
Preset assets include Camera Focus, Mode, Head, Face, Emotion, Idle, Breathing, Eyes, Blinking, and Global settings. Camera Focus Target and Target To Follow are live level-actor references and are intentionally not saved. Assign those actors after loading a preset when they are required.
Assign an included or custom MetaHuman Control Rig Pose asset directly to Emotion Pose.
7. Use ZenBlink in Sequencer
- Add the MetaHuman actor to a Level Sequence.
- Add the required animation tracks for the body and face.
- Add or expose ZenBlink component properties that need to change during the shot.
- Add keys to properties marked as interpolatable, including strengths, blends, alphas, smoothing values, and enable controls where required.
- Play the sequence to evaluate the incoming animation and ZenBlink together.
8. Bake ZenBlink Animation
ZenBlink provides a Sequencer baking command that creates synchronized face and body animation sequences.
- Open the Level Sequence containing the MetaHuman animation.
- Right-click the MetaHuman Face or Body track in sequencer.
- Select Bake ZenBlink Animations.
- Choose the output location and name when prompted.
The bake creates two animation assets:
_Face: Contains the evaluated facial animation and facial curves._Body: Contains the evaluated body animation and final ZenBlink head and neck movement.
The command appears for actors with a ZenBlink component. Direct Control Rig baking is technically possible but experimental and unsupported at this time. Use Bake ZenBlink Animations first, then bake the resulting sequences to Epic’s stock MetaHuman Control Rigs if required.
9. Initial Checks
- If the toolbar reports an invalid selection, select the MetaHuman actor in the World Outliner and click the ZenBlink icon again.
- If the component is already attached, use the existing component rather than adding another.
- If the head does not move, enable Use Head Movement and select Random or Follow Target movement.
- If the facial mesh is not found, set Face Mesh Name to the exact skeletal mesh component name in the MetaHuman Blueprint.
- If Follow Target does not move, assign Target To Follow.
- If the eyes do not follow the target, set Eye Mode to Follow Target.
- If the complete result is disabled, enable ZenBlink Enabled and set Global Weight above
0%. - Disabling or removing ZenBlink restores the face mesh’s original post-process Anim Blueprint automatically.
- If the bake command is not shown, select one Sequencer binding whose actor owns a ZenBlink component.
- If baking cannot begin, verify the component’s Face Mesh and Body Mesh references.
- If lipsync seems limited, adjust ZenBlink jaw and mouth controls toward
0%.
Reference Documents
See ZenBlink Component Reference, ZenBlink Target Component, and Zen Emotion.