Skip to content

Characters

The Character tab lets players pose the player character and nearby characters, turn their head and eyes toward the lens, give them an expression, turn them on the spot, and hide the player or everyone else.

  • The player, first, named “Player” (with the profile’s Include Player on).
  • Nearby characters within Subject Search Radius (25 m), nearest first, named “Character 1”, “Character 2”… (with Include Nearby Characters on). Every pawn based on Character with a skeletal mesh counts.
  • Actors with a Lensman Subject component, even if they aren’t Characters.

At most Max Subjects (8) are listed. Hidden characters are left out.

Add a Lensman Subject component to a character to control how it appears in photo mode:

Property Default Description
Display Name Empty The name in the Character row. Empty: “Player” or “Character N”.
Exclude Off Leaves this character out of photo mode.
Mesh Component Name Empty The skeletal mesh to pose, by name. Empty: the character’s mesh, or the first skeletal mesh that doesn’t follow another one.
Use Profile Poses, Poses On, empty The profile’s poses, plus this character’s own. Turn Use Profile Poses off to offer only its own.
Use Profile Expressions, Expressions On, empty The same for expressions.
Look At Bones, Eye Bones Empty This character’s bones for looking at the camera. Empty: the profile’s.

A pose is one of your animations, played on the character while photo mode is open, even when the game is paused. Lensman ships no animations; add Anim Sequences or Montages to the profile’s (or the Lensman Subject’s) Poses:

Field Default Description
Display Name The name in the Pose row.
Animation An Anim Sequence or Montage: a single-frame pose or a loop.
Loop On
Play Rate 1
Lock Root On Keeps the character on the spot.

A pose is offered for a character when it uses the same skeleton, or when at least 80 % of the animation’s bones exist on the character’s mesh. Own pose keeps the character as it was when photo mode opened. Changing the pose blends over Pose Blend Time (0.3 seconds).

Poses run on a stand-in: the first time a character gets a pose, an expression, a look or a turn, Lensman hides its mesh and shows a copy in its place, with the same materials and lighting. Modular parts (head, body, outfit meshes that follow the main mesh) and attached things such as weapons and hair move to the stand-in.

Your Animation Blueprint, the real mesh and the character’s state are never touched. When photo mode closes, the stand-in is removed and everything is back exactly as it was. Pose settings last until photo mode closes.

Characters that were off screen are brought up to date when photo mode opens, including the parts of modular characters and their cloth, so nobody shows a stale pose. See Fresh poses.

Look: At the camera turns the character’s head toward the lens and aims the eyes at it:

  • The bones in Look At Bones (the UE5 mannequin’s spine, neck and head by default) share the turn, at most Look At Max Angle (75°) away from the way the body faces.
  • The Eye Bones aim at the lens, up to 30°. Bone names of the UE mannequin, MetaHuman-style faces, Character Creator and VRoid are set up.
  • If none of the configured bones exist, the first bone named like “head” is used.

The row is only offered for characters that have such bones.

An expression sets morph targets on the character’s face by name. Eight are built in, written with ARKit names:

Expression Morph targets
Smile mouthSmile, cheekSquint, eyeSquint (left and right)
Laugh mouthSmile, jawOpen, cheekSquint, eyeSquint
Surprised browInnerUp, browOuterUp, eyeWide, jawOpen
Angry browDown, eyeSquint, noseSneer, mouthFrown
Sad browInnerUp, mouthFrown, mouthLowerDown
Wink eyeBlinkLeft, mouthSmile, cheekSquintLeft
Pout mouthPucker, mouthFunnel
Eyes closed eyeBlink (left and right)

Names are matched loosely: only letters and digits count, case doesn’t matter, and a trailing “Left” or “Right” equals “L” or “R”. So mouthSmileLeft, Mouth_Smile_L and mouthSmile_L are the same, and ARKit, Character Creator and VRoid style blend shapes work with the built-in expressions.

An expression is offered when the character has at least one of its morph targets, on any of its meshes (a separate face mesh counts). Add your own in the profile’s Expressions: a Display Name and a map of morph target names to weights from 0 to 1.

  • Turn rotates the character on the spot, from −180° to 180°.
  • Hide player hides the player character and what is attached to it.
  • Hide other characters hides every character except the player and the selected one, plus the classes in the profile’s Hide Others Classes.

Everything hidden comes back when photo mode closes. To always hide actors such as markers, see Hiding things.

Poses, expressions and hidden characters are local: only the player taking the photo sees them, and nothing is replicated.