Unreal Engine 5.8 Complete Environment & Metahuman Course by Jan Benkwtiz
Duration:3h 54m
Release date:2026, June
Publisher:Udemy
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:Unreal Engine 5.8
Course URL:https://www.udemy.com/course/unreal-engine-58-complete-environment-metahuman-course
This course is a straight shot into UE5.8’s newest features. You’ll build a custom Metahuman from your own mesh, set up real-time facial animation with an iPhone, and then dive into the Procedural Vegetation Editor and PCG system to scatter a full Nordic environment. No fluff, just the tools that actually moved the needle in this release.
🎯 What you’ll learn
- Import a custom mesh and convert it into a fully rigged Metahuman
- Set up Live Link Face for real-time facial animation
- Use the new Mesh Terrain Tool to sculpt landscapes
- Create custom trees with Nanite voxelization and bone-driven wind
- Build a complete PCG graph for procedural scattering of foliage, rocks, and debris
- Use PCG Spline Tool for roads, cliffs, and natural transition zones
- Set up cinematic exterior lighting with fog, HDRI, and post-processing
✅ Requirements
- Skills: Basic knowledge of Unreal Engine as a beginner
- Tools: A 3-button mouse, an iPhone (for Live Link Face facial capture)
- Hardware: A PC capable of running Unreal Engine 5.8 (dedicated GPU recommended, 16GB+ RAM)
📝 Description
This isn’t a theory course. You’re going to open UE5.8 and build something real.
We start with the Metahuman pipeline. You’ll take your own custom mesh and run it through the new Custom Mesh to Metahuman feature. Then we rig it, set up joints, and connect Live Link Face so you can drive facial expressions in real time using an iPhone. By the end of that section, your Metahuman is a fully playable third-person character.
Then we switch to environment work. The Mesh Terrain Tool is new and surprisingly fast for blocking out landscapes. From there, we jump into the Procedural Vegetation Editor – you’ll create your own spruce trees using the same Nanite voxelization technique used in The Witcher 4. These trees get bone-driven wind animation and are painted as Actor Foliage, completely independent from your PCG system.
The PCG section is where things get dense. You’ll build a graph from scratch that scatters grass, bushes, rocks, mushrooms, dead branches, and tree logs. Every parameter is exposed – density, scale, rotation, noise, and falloff distances. Roads are cut out procedurally, and the PCG Spline Tool adds a third scatter method for natural transitions along roads and cliffs.
We finish with a full cinematic Nordic environment project. You’ll set up Exponential Height Fog, an HDRI Backdrop, a Post Process Volume, and a Directional Light to get that cold, dramatic exterior lighting. Performance tips are sprinkled throughout so your scene actually runs.
🧑🎓 Who this course is for
- Game developers who want to integrate custom characters and procedural environments in UE5.8
- Environment artists looking to master the new 5.8 tools like PCG Splines and the Procedural Vegetation Editor
- Character artists who want to learn the updated Metahuman workflow
- Filmmakers and indie devs building real-time cinematics with custom characters
🧑🏫 About the Author
Jan Benkwtiz is an experienced Unreal Engine artist and indie game developer. He’s been using UE for years as an environment artist and has created over a dozen courses on the platform. His teaching style is hands-on and direct – he focuses on the features that actually work in production, not the ones that look good in a demo. You can also find his free tutorials on YouTube, where he covers Blender and Unreal Engine workflows.
🏁 Final Result
- A fully playable custom Metahuman character with real-time facial animation
- A complete cinematic Nordic environment with procedurally scattered vegetation, roads, and natural transitions
- A portfolio-ready scene demonstrating UE5.8’s latest procedural and character tools

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