🚀 CC & IC x UE Workflow is Now Updated

:star2: Intro: A New Era of CC-to-Unreal Integration

With the release of Character Creator 5 (CC5), we’re entering a new chapter in cross-platform animation. The CC ecosystem—spanning CC5, iClone 8.6, and even CC4—now offers improved integration with Unreal Engine, especially for those working with MetaHumans.

Thanks to shared skeleton structures, bind pose presets, and a new HD facial profile, CC characters can now:

  • Be exported with UE4, UE5 skeleton, and bind pose options for UE4, UE5 Manuquinn/Metahuman, and UEFN
  • Receive and edit MetaHuman facial animation
  • Use CC Control Rig for face/body animation directly in Sequencer
  • Swapping MetaHuman with CC Characters in Sequencer

But while CC5 enables full interoperability, not all previous versions support the full MetaHuman workflow. Read on for tool-specific capabilities and use cases.

Feature CC5 HD Character CC4 iClone 8.6
Export with UE5 skeleton + bind pose :white_check_mark: :white_check_mark: –
Supports MetaHuman Animator facial data :white_check_mark: :x: :white_check_mark: (requires CC5)
Compatible with UE Control Rig (facial) :white_check_mark: :x: :white_check_mark: (requires CC5)
Use in “Swap MetaHuman in Sequencer” workflow :white_check_mark: :warning: (body only) :white_check_mark: (requires CC5)
HD facial expression editing :white_check_mark: :x: :white_check_mark: (requires CC5)
Real-time motion streaming to UE :white_check_mark: :white_check_mark: (body only) :white_check_mark:

Summary:
To use MetaHuman facial animation workflows, CC5 HD characters are required. CC4 users can still build game-ready characters, but facial rig compatibility is exclusive to CC5.

:hammer_and_wrench: Reallusion Tools Supporting This Update

Tool Description Link
Unreal AutoSetup Automatically assign digital human shaders, skeleton mapping, and bind pose presets Learn More
CC5 UE Control Rig Control Rig for animation refinement in Sequencer Learn More
iClone Live Link Real-time streaming of CC characters and animation to UE Learn More

:arrows_counterclockwise: CC & MetaHuman Workflows — Choose Based on Your Goal


1. Importing CC Characters into Unreal

Export CC5 or CC4 characters with UE5 skeleton and bind pose presets, then import with Auto Setup for full shader + rig compatibility.

:blue_book: Forum Threads:
:link: UE Workflow 1 – Export from CC5 for Unreal
:link: UE Workflow 2 – Properly Import into UE5 Using Auto Setup
:movie_camera: Video Tutorial:
:link: Getting Started | CC & UE Exchange Workflow


2. Reusing MetaHuman Animations on CC Characters

Use CC5 characters with shared skeleton/rig structure to reuse MetaHuman or FAB motions without traditional retargeting.

:blue_book: Forum Thread:
:link: UE Workflow 3 – Retarget Motions Between CC and Unreal Characters
:movie_camera: Video Tutorial:
:link: Motions Retargeting | CC & UE Exchange Workflow


3. Swapping MetaHuman with CC Characters in Sequencer

Replace or animate alongside MetaHumans using:

  • Replace by Part (keep Control Rig, swap mesh)
  • Copy Animation Tracks (mirror motion side-by-side)

:blue_book: Forum Thread:
:link: UE Workflow 4 – Swap MetaHuman and CC Character in Sequencer
:movie_camera: Video Tutorial:
:link: SWAP MetaHuman with CC Character in Sequencer


4. Facial Mocap with MetaHuman Compatibility

Use MetaHuman Animator, iPhone, or AccuFACE to capture high-fidelity facial performance and apply directly to CC5 HD characters.

:movie_camera: Video Tutorial:
:link: Facial Capture for CC Character in Unreal Engine


Bonus for iClone Users

  • iClone 8.6 supports HD Face Profile editing, non-linear facial animation, and Live Link streaming
  • Supports MetaHuman facial data import for editing
  • Seamlessly bridge facial capture from UE to iClone and back

:link: Explore iClone Live Link →

2 Likes

There seems to be some issues with the CC5/UE pipeline. I’ve crashed 3 times now trying to setup a character in UE5.6 and get iclone working.

Growing pains I’m sure, but it’s pretty unstable at the moment.

1 Like

Hi, please let us know your issue with clear screenshots and/or screen recordings, and we’ll resolve your issue as soon as possible.

I received the following errors in UE 5.5 following the steps detailed in https://www.youtube.com/watch?v=a4rdunCvT3o ; I have UE Auto Setup 1.40 for 5.5 installed. I exported the character from iClone 8.6 using File->Export->Export FBX

Hi,

Having problems in IC8.6 transferring animation/motion files to UE5.5 if the duration is more than 1 minute long. Every time it stuck on the 30% mark and won’t operate - and in task manager it shows “not responding” - even waiting for more than half an hour.

The animation consists of manual keyframing in “Edit Motion Layer”, “Face Key” and Audio2Face expression clips.

This problem never happened before with IC8.5.4, which I can also export/transfer 3 minutes long motions to UE5.5

Man, I spent the last year retargeting all my AnimSets to the CC3 skeleton…

well i updated but there is a missing control rig ?


well this is proble related to the missing controll rig in the last image.

im tired and about to pass out (pick up on this later)
can some tell me what im over looking do I make may own rig ?
is the ato set up not working ?
(so tired lol)
good night every one

Hi,

Please make sure Auto Setup and Control Rig are both updated to the latest version, and test using a new UE project.

Auto Setup: Auto Setup for Unreal Engine | Character Creator
CC UE Control Rig Character Creator UE Control Rig | Unreal Engine plugin

If the problem persists, please submit your issue with clear screenshots and/or screen recordings to our support team, and we’ll resolve it as soon as possible:

https://www.reallusion.com/CustomerSupport/User/FAQList.html

Hi, thanks for your feedback, please record a video or take a screenshot of the problem and submit it via the Feedback Tracker:

Hi…
after updating to 8.6 and 5.0 now all my MOTION TRANSFERS and most of my iclone files and characters fail to load in iclone and also take a VERRRYYYY Longo time to export the MOTIONS alone to unreal 5.6… with 8.54 it was SUUUPER Fast! :(.

1 Like

You have to use the UE control rig plugin for CC/Iclone. You still have to go in and manually assign them in the generated blueprint for some reason though. There’s 3 nodes you have to set up, 2 using the face control rig and 1 using the body.

Maybe this will get fixed later but that’s how I got it working on my end.

yeah I fint the face thing still ges compiler errors bu the foot IK worked in a new project so I migrated the one that worked and it was still broken in the old one ?
I made a lently video

I also migrated the foot controll rig to test but no change its odd

Yes, I’m also having this issue with iClone Live Link. I want to be able to use Live Link transfer rather than FBX transfer because I have many Reallusion animation products, but Live Link does seem very slow right now.