The MetaHuman Manager verifies and packages MetaHuman assets in Unreal Engine. It ensures the assets are MetaHuman-compatible, generating a MetaHuman Package file (.mhpkg) for upload to your listing.
Prerequisites
To verify and package your assets, ensure you have the following:
An open Unreal Engine 5.6 project
The MetaHuman Creator enabled
A MetaHuman character or MetaHuman-compatible asset to sell
Organize Your Assets
You must organize the assets in your project before they can be verified and packaged. They should be organized by the type of product being sold. To learn more about organizing your assets, see Asset Format and Structure Requirements.
It is important to move (or copy) all dependencies, including shared assets such as skeletons or parent materials into the required structure for each product type. Only the contents of this structure will be packaged.
If necessary, we recommend moving (rather than copying) assets to meet the required structure as this will update references. After moving you should also Update Redirector References.
Verifying
The assets must be verified before packaging to ensure they are MetaHuman-compatible. The verification rules vary based on the product type.
The Asset Details section will report the Total Size of the asset. Only assets smaller than 6GB can be uploaded to Fab. 1.5GB is considered the ideal size for Fab listings.
To verify your assets, follow these steps:
Save your assets.
Click Window > MetaHuman Manager.
Select one or more assets to verify, and click Verify.
Verification errors and warnings may be reported. You must verify errors before packaging. It is strongly recommended that any warnings are also resolved, however this is not required. You can re-verify the asset to ensure that errors and warnings are resolved as expected.
Packaging
After an asset has been verified and does not report any errors it can be packaged.
To package the asset, follow these steps:
Click Window > MetaHuman Manager.
Select one or more assets to package, and click Package.
MetaHuman Manager only packages assets that have dependencies on your main asset. To include other assets (such as alternate textures or materials), manually zip and upload them using the Additional Files content type.
Enter the location to save the package file.
Test that the packaged product works as expected. You can test the product by creating a blank project and dragging the package file into the Content Browser.
You are now ready to upload the package to a new listing on Fab.
Troubleshooting
The verification process reports warnings or errors based on rules defined specifically for the product type.
Asset References Not in Correct Folder
The MetaHuman Manager verifies the product you are publishing and any asset that it references. These dependent assets must be in the same folder as the top-level asset. You might get an error that an asset reference is not in the correct folder. This can be caused by stale asset references that you must clear.
To clear a stale asset reference, try the following:
Disabled properties can hide references to another asset. This is common in materials that reference a texture. Find the disabled property, enable it to clear the reference, and then disable it again.
Many asset editors use a Property Matrix. Open the Property Matrix and search for the referenced asset. This search will lead you directly to the source of the reference that you can clear.
Next
Learn how to create a listing with your .mhpkg file.