Avatar SDK UE plugin  2.2.0
Realistic avatar generation toolset for Unreal Engine
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Meet the Avatar SDK: robust AI-powered 3D avatar creation engine!

Useful links:

Available pipelines

We are constantly working on our avatars' improvements in quality, recognizability, and feature set. This way we have released several avatar pipelines. Each avatar pipeline may have a few pipeline subtypes (different sets of available features, different model topologies, etc). You can find a list of avatar pipelines with their subtypes that are currently supported in the UE plugin below:

  • Head 1.2 | base/mobile (head_1.2 pipeline, base/mobile subtype)
    Predicted head, haircut, and bust. All-in-one model with unique topology.
  • Head 2.0 | head/mobile (head_2.0 pipeline, head/mobile subtype)
    Predicted head with a detachable haircut and set of 51 facial blendshapes. The mesh topology of a head is always the same.
  • Head 2.0 | bust/mobile (head_2.0 pipeline, bust/mobile subtype)
    Predicted bust with a detachable haircut and set of 51 facial blendshapes. Unique mesh topology.
  • FitPerson (body_0.3 pipeline, mobile subtype)
    Predicted bald head and full body model with fixed topology, predicted and artificial haircuts, and artificial outfits. Predictions of the body shape may be improved by specifying the height, weight, gender, and body measurements of the model. A model skeleton is also available for use with animations.
  • MetaPerson male (body_0.3 pipeline, male subtype)
  • MetaPerson female (body_0.3 pipeline, female subtype)
    MetaPersons (body 0.3 male/female subtype) are based on a set of bodies created by 3D artists with a head automatically generated from selfies. The animation rig for the bodies is compatible with Adobe's Mixamo, which makes them compatible with a large existing set of animations. Fixed body shape allows 3D artists to apply custom designed outfits easier than before. The head is based on the head_2.0 pipeline. Please note: the pipeline supports adult bodies only. If you specify parameters as for a child (small height and small weight) then the pipeline will return a body following these parameters, but it will be the body of a small adult, not a child.

Avatar SDK Cloud API supports different LODs for avatars.

Head 2.0, FitPerson, and Metaperson pipelines are available on the Pro subscription plan (Avatar SDK pricing) only!

Supported platforms

The current version of the Avatar SDK UE Plugin is supported on Windows and Android. Previous version of the plugin is supported on Windows, iOS, macOS and Android but does not support UE 5.0. Please, refer to Platform specific information if you need more details.

Supported Unreal Engine versions

Version 2.2.0 of Avatar SDK Plugin is supported for Unreal Engine 4.26, 4.27, 5.0.

Getting Started

Please follow the instructions on the Getting started page.


Is avatar generation limited?

Yes, the limit of the avatar generation depends on your subscription plan: Avatar SDK pricing

Does it work in runtime?

Yes, the UE Plugin works in runtime. Any user of your application can generate his or her avatar.

Hot to fix the problems with connection by default API URL due to firewall restrictions?

By default, UE Plugin connects to Avatar SDK Cloud API by the URL "https://api.avatarsdk.com". If it is not accessible from your host, you can try to configure the alternative address (https://avatar-api.itseez3d.com/) in plugin settings (Edit->Project Settings->Plugins->Avatar SDK):

How many triangles do the avatars have?

8 LODs supported ranging from ~5K to ~50K triangles per avatar for the head_1.2 pipeline.
8 LODs supported ranging from ~4K to ~24K triangles per avatar for the head_2.0 pipeline, head/mobile subtype.
8 LODs supported ranging from ~4K to ~57K triangles per avatar for the head_2.0 pipeline, bust/mobile subtype.
8 LODs supported ranging from ~7K to ~35K triangles per body mesh for the FitPerson.
8 LODs supported ranging from ~7K to ~36K triangles per body mesh for the MetaPerson.
The generated haircut has a configurable number of polygons.

How can I export the generated model?

Models export feature will be implemented in future releases of Avatar SDK UE Plugin.
It is still possible to access downloaded files: in the sample scene, their location is defined by the GetDefaultAvatarDestination function.

Can I display the avatars of the different users in my app?

Yes, you can query any generated avatar if you know the avatar code.

What recommendations can I give my users for input photos?

The SDK is pretty robust, but these recommendations will improve the quality (in priority order):

  • The face should be easily recognizable in the photo. The photo should not be blurry.
  • Uniform good lighting on the photo, without dark shadows or too bright glare.
  • A person should keep a neutral facial expression or slight smile but without opening a mouth. If teeth are visible on the input photo the lip texture might be incorrect.
  • It's best to look straight into the camera without turning your neck or eyes.
  • We advise removing the glasses because they're reconstructed only in the texture, not 3D mesh. But this is not completely necessary.

What skeleton is used in full body avatars?

MetaPerson uses Adobe's Mixamo compatible skeleton. FitPerson models can be loaded with the native skeleton asset which is compatible with Mixamo animations or with the Epic's UE Mannequin skeleton asset. SetSkeletonType function of the Full Body Avatar SDK Actor is responsible for the selection of the skeleton asset used. Please consider Epic's animation retargeting manual if you want to reuse your animations created for a different skeleton.