ZenDyn

ZenDyn is a standalone product and is animation blueprint based. In order for it to function correctly, it changes your Metahumans default Face animation PostProcess blueprint at runtime. This can create conflicts with other components attached to your Metahuman such as ZenBlink, that also set their own facial animation PostProcess Blueprint. It is advised to use ZenDyn independently from these other products, as integration requires skills and experience that are beyond the scope of these setup instructions.



  • Enable the Plugin:

  • Access ZenDyn Content:

  • Option 1: Click the quick add icon on the Level Editor Toolbar to Spawn ZenDyn in the scene.
  • Option 2: Add ZenDyn World Actor:

  • Option 2: Add ZenDyn Actor Component:

  • Create a Level Sequence and add your Metahuman.
  • Add an existing facial animation (baked sequence) to your Metahumans “Face” animation track in sequencer.
  • Option: Use LiveLink Live animation *instead of existing animation.
  • Select ZenDyn in the Details panel and click the “Add Keyframe” icon to add a keyframe to sequencer for the selected property. Example: “Brows”, “Brows Smoothing”


You can bake ZenDyn animations in take recorder as you would Live link.

A YouTube tutorial is here: https://youtu.be/gGTP-p0QOnI?si=f_ZQxUr8K-Km-kJU

You CAN NOT record or bake output from the new dynamics module.

This module uses bone driven dynamic effects that CAN NOT be interpreted by RigLogic.

The purpose of the dynamics module is to provide live dynamic effects.

You CAN render the dynamics output using movie render queue.


  • You can utilise and access the public variables of the ZenDyn Actor Component by adding the component to your Metahuman blueprint and then referencing it.

  • Adjust Default properties in details Panel
    • Note: You cannot adjust properties of the ZenDyn Actor Component in the details panel during P.I.E. This is a limitation of the UnrealEngine Editor. You can change the properties in sequencer or programatically or before you press play/simulate.

  • Here is where you choose your Metahuman Actor that you want ZenDyn to use.
  • Choose your head skeletal mesh name here.
  • By default Metahumans use “Face” as the mesh name.

These sliders control the strength/weight and Smoothing of the animation.

Each facial group has various default controls the current available groups are:


  • Control: You can Reduce or Boost animation for each group by adjusting these properties 0 (Disabled/Reduced) , 3 (Boost/Max).
  • Smoothing: You can also control the amount of smoothing 1 is none and 100 is maximum.

Global: Combines all bones in all facial groups and applies dynamic effects to them all.

Groups: Apply Dynamics to each individual facial group.

Creative: Like Global but applies a looping creative fluid like ripple effect to all bones.

  • Strength: The strength of the dynamics effect
  • Damping: The Damping effect strength.
  • Stiffness: The stiffness of the effect
  • Gravity: Controls the level of gravity x,y,z. effecting bones.
  • Iterations: Iterations of the Effect
  • Smoothing: Smoothing amount of the effect
  • SmoothInterpSpeedIncreasing: – 0-100. A value of 0 Provides smoothest motion
  • SmoothInterpSpeedDecreasing: – 0-100 A value of 0 Provides smoothest motion
  • Reset : Can be used to hard reset the simulation
  • Ripple: Strength of the effect
  • Amplitude: Amplitude of the Ripple
  • Frequency: Frequencies of ripples.
  • Speed: Speed of the Ripple effect
  • Spacing: Spacing between ripples.
  • RandomPhaseAmount: Amount of random phase in the simulation.
  • Seed: User controllable seed form the simulation.
  • Reset – Hard reset of the simulation.


  • Use Breathing: Enables or Disables the Breathing effect
  • Breath Strength: Strength of the breathing effect
  • Breath Speed: The speed of the breathing effect

  • Use Emotion : Enables or Disables the Emotion Pose
  • Emotion: Select a predefined Emotion Pose
  • Emotion Strength: The strength of the Emotion Pose
  • Emotion Switch Speed: The speed emotions switch
  • Emotion Blend Type: The type of Blending used to blend Emotion with existing animation.


  • Micro Saccadic Enable: Enables or Disables the Saccadic effect
  • Micro Saccadic Weight: Strength of the Saccadic effect (Left Right/Up Down)
  • Micro Saccadic Speed: The speed of the Saccadic effect (Left Right/Up Down)
  • Generate Blinks: Enable or Disable Auto Blink
  • Blink Interval: The interval between blinks
  • Blink Duration: The duration of each blink
  • Blink Smoothing: Control to smoothing blinks.
  • Enable LiveLink Eye Fix: Use this if you experience problems with eye movement while using LiveLink


  • Global Control: Overall Animation strength
  • ZenDyn Enabled: Global Enable/Disable
  • Zen Dyn Curves: A Data Asset that contains the curves used for Control and Smoothing.
  • LiveLink Mode: Choose Metahuman Animator or Legacy. Legacy is ARKit. (v1.2.2+)
  • ZenDyn Debug Enabled: Global Debug Enable/Disable