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ZenBlink Documentation

ZenBlink Documentation / Actor Component

ZenBlink Component

This document describes the user-facing properties and events on the ZenBlink component. The custom Details panel presents the main categories in this order: Preset, Character, Camera Focus, Mode, Body, Head, Face, Emotion, Idle, Breathing, Eyes, Blinking, and Global.

Percentage properties use a 0-100 user-facing range unless stated otherwise.

Properties can be keyed or animated where Unreal Engine supports the property type.

Preset

The asset picker supports creating a new ZenBlinkPreset asset. Load and Save are also available as Blueprint-callable component functions.

Preset assets store Camera Focus, Mode, Head, Face, Emotion, Idle, Breathing, Eyes, Blinking, and Global settings. CameraFocusTarget and TargetToFollow are live level-actor references and are intentionally excluded, so they must be assigned separately after loading when required.

Character

Camera Focus

Focus adjustment is available under Advanced.

Mode

Random seed, movement smoothing, eye-focus compensation, and rear-target controls are available under Advanced.

Changing Movement Mode synchronizes Eye Mode to None, Random, or Follow Target. Follow Target and Follow Tag use Follow Target while their target is in range and Random while it is outside the configured range.

Random targets are independent, center-weighted fixations around character-forward. Larger direction changes receive more travel time, and every completed move includes a visible fixation hold, avoiding cumulative drift and instant direction changes.

See ZenBlink Target Component for complete Follow Tag and target-component setup.

Body

Body movement is not included in this release.

Mesh-name configuration is available under Advanced.

Use Head Movement Blend at 100% when the character must remain fully directed toward the selected target. Lower values retain more movement from the incoming animation.

Face

Emotion

Seed, blend mode, and regional weights are available under Advanced.

Idle

Blend type, seed, smoothing, and regional weights are available under Advanced.

Facial idle uses coordinated, low-amplitude adjustments that stay close to the current expression instead of generating unrelated facial noise.

Breathing

Signal generation, variation, smoothing, sigh, and regional controls are available under Advanced.

Generated breathing includes natural inhale, exhale, and resting timing. Nose, throat, jaw, and mouth responses follow the selected breathing mode and effort.

Eyes

Blend type, seed, per-eye corrections, attention saccades, and micro-saccades are available under Advanced.

Blinking

Blend mechanics, seed, blink shape, compatibility, pupil response, eye-widen response, and gaze-shift controls are available under Advanced. Gaze-shift tuning is grouped under Advanced > Gaze Shift.

Global

Editor-preview and debug controls are available under Advanced.

Component Events

ZenBlink captures the face mesh’s original post-process Anim Blueprint before applying its own. The original class is restored when ZenBlink is disabled, deactivated, unregistered, destroyed, or play ends, and ZenBlink is reapplied when an active component resumes.

Sequencer Baking

When a Sequencer Skeletal Mesh binding resolves to an actor with a ZenBlink component, its context menu includes the Bake ZenBlink Animations command.

The command evaluates the active Level Sequence and creates two synchronized animation sequences:

The component’s Face Mesh and Body Mesh references must both be valid. The ordinary Unreal Bake Animation Sequence command remains available for non-ZenBlink baking.

Directly baking ZenBlink procedural animation to Epic’s stock MetaHuman Control Rig tracks is experimental and unsupported at this time. The supported workflow is to create the synchronized face and body animation sequences with Bake ZenBlink Animations, then bake those completed sequences to the stock MetaHuman Control Rigs when editable Control Rig keys are needed.