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Troubleshooting
Alex Coulombe edited this page Jun 11, 2026
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3 revisions
| Symptom | Actual cause / fix |
|---|---|
Invalid project path specified on launch |
The --path must be absolute, not relative. |
| macOS: "damaged" / "unverified developer" on first launch | Releases from v0.4.0 on are Developer ID-signed + notarized (stapled) and open normally — re-download the current zip. Only pre-notarization downloads need xattr -cr MetaHumanGodot.app or System Settings → Privacy & Security → Open Anyway. |
| Screenshot/turntable buttons appear to do nothing (pre-mac builds) | Output dir was hardcoded to the dev tree; fixed — captures now land in ~/Pictures/MetaHumanGodot (the status bar shows the path). |
Blank/black window when launched with --headless
|
This is an interactive GPU tool; captures run windowed and quit themselves. Drop --headless. |
| Turntable mp4 plays back black (older builds) | Windowed captures can come out work-area-short (odd height) and H.264 silently encodes black on odd dims. Fixed in v0.4.0 (frames are even-cropped); on older builds use mp4v or crop frames. |
| Custom GLB loads glassy/plastic skin | Its skin was wired into the skin shader without a roughness texture — fixed in the loader (white roughness bound). If you see it on exotic models, raise the Roughness slider. |
| Custom GLB loads at the wrong size / only hair visible | Mixed cm/m units inside the GLB. The loader unit-normalizes per-mesh in world space; if a model still misbehaves, re-export with consistent units. |
| MetaHuman face renders flat gray | Face materials wired by NAME — MetaHuman bakes mislabel surface 0 as ..Teeth_Baked.. but it's the main face skin. Wire by surface index (the shipped profiles do). |
| Blendshape sliders all disabled on my import | Modern MetaHumans ship no ARKit morphs (RigLogic-driven); the shapes must be baked into the GLB first. See Bring Your Own MetaHuman. |
| Eyes look wrong after remapping eye surfaces | Don't re-map the eye surfaces without a render check — on the bundled female character the visible eye is the corneal shell (surface 4) over the eyeball (3); "fixing" it by probe logic reads as a closed eye. |
| Character floats with no shadow in full-body views (pre-0.4.0) | Update: v0.4.0 adds the studio floor (SCENE → Show floor). |
| Presets don't seem to change the lighting in a packed build (pre-0.3.x) | Old builds loaded presets from disk paths that don't exist beside the exe; fixed — shipped presets load from the PCK. |