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 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.

These properties control the dynamics of the facial animation. You can add “Wiggle” to facial animation groups Brows, Nose and Cheeks. For each group it is possible to adjust Dynamics Enable, Strength, Acceleration, Damping, Frequency.


  • Use Dynamics: Enables Dynamics “wiggle effect” for the chosen facial group.

  • Wiggle Strength: Controls the weight of the effect.
  • Wiggle Smoothing: 1-100 (1 is disabled, 100 is maximum) ,
    • Adds smoothing (interpolation) to the facial group. This is helpful in removing “jitter” from existing noisy facial animation.

  • Wiggle Frequency: The time in seconds between effects.

  • 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 basic Auto Blink
  • Blink Interval: The interval between blinks
  • 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