Export Choices
The export window depends on the DNA available for the selected MetaHuman.
| Export path | What you choose | Result |
|---|---|---|
| DNA mesh | DNA LOD and named DNA regions | Keeps the DNA polygon layout. Quads remain quads. |
| Triangle mesh | Material slots | Exports the skeletal mesh’s triangulated geometry from LOD 0. |
Both paths offer Bake materials and textures for Blender (1024 px). This creates one shared MTL library and a PNG texture folder for all OBJs made during that export. Leave the option off when you only need geometry or want the fastest export.
DNA Mesh Export
This is the normal choice for a MetaHuman when you need editable quad topology.
- Choose the DNA LOD you need.
- Select one or more named mesh regions.
- Enable Also export full mesh (all DNA meshes for this LOD) for one combined OBJ.
- A full export is named
<AssetName>_Full_DNAQuad.obj.
The DNA order may look different from an OBJ obtained through another MetaHuman workflow. That is expected. Keep the order unchanged if the mesh will return to Unreal.
Triangle Mesh Export
This path exports the mesh as Unreal stores it for rendering.
- Choose one or more material slots.
- Enable Also export full mesh (all slots) for one complete OBJ.
- A full export is named
<AssetName>_Full.obj. - The triangle path uses LOD 0.
DNA in Unreal Engine 5.8
The exporter first looks for DNA connected to the skeletal mesh. It supports the newer standalone DNA asset workflow and the older attached-DNA workflow. It can also find a suitable DNA asset beside the mesh.
If no usable DNA is found, the exporter asks you to choose the character’s .dna file. This is expected behaviour. UE 5.8 does not deliberately switch to the triangle path when DNA is missing.
Unreal Engine 5.6 and 5.7
When compatible DNA is available, the exporter opens the DNA mesh window. Without DNA, it opens the material-slot triangle export window.
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